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> X-apoc Mods?, Are there any X-com apoc mods?
Pyro
post 10th August 2003, 5:39pm
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UH OH
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HI all Iwas just wondering if there are any x-com apoc mods (if it's possible to mod.) Thx


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HEY! WHO PRIMED THIS GREN ::BOOM::
Ummm......Sorry Captain......

Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally."
- Soviet infantry manual, issued in the 1930's

Canada has the largest French population that never surrendered to Germany.
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Phezzan
post 17th October 2003, 6:50pm
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Yes-
Requires exe editing w/ hex editor -

Look for overkill - sometimes spelled overki11 - it edits weapons and vehicles

SizeEdit edits the size of any object (you'll have to fix the graphx) AND tells you the position in the exes where that object is... - THIS is SUPER useful.

with a hex editor You can make any weapon recharge it's ammo by setting a byte from 0 to 1 ... forgot where but it's in TACP.exe and UFO2p.exe a few bytes after ammo quantity. values higher than one recharge faster.

you can make vehicle weapons have unlimited ammo.

you can change inventory graphics - dunno about in game graphics -

at one point I figured out how to make the power sword into a laser rifle.
Forgot how I did it,... but Overkill will break it... so I figured it out from filecompares using Overkill -
Editing the weapon in Overkill is not enough - you have to tell it to use a projectile with a long range - I copied the one from the Laser Sniper Rifle using a guess and try method.

Doesn't look right, but it works..

Course - the power sword was a melee weapon that fired a short range projectile.... so maybe how it looks isn't important

Phez
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NKF
post 17th October 2003, 8:58pm
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Turning the power sword into a gun would make me mad. NKF SMASH!

Heh, seriously though, speaking of existing mods I've seen floating around: There is Rakki's toxi-rifle mod, and there are the portrait packs (the Tinseltown pack comes to mind). There are also replacements for the inventory screen, although I've never had any good results with them. They only seem to work in the cityscape, and the image returns to normal in the battlescape.

By the way, a LOT of the background images are simple 256 colour bitmap files (*.pcx). These can be easily edited by any program that can save images as .pcx files. You can open them in MS Paint, but I doubt it will save it as a .pcx. Alternately, you can find tons of file converters on the net, so creating .pcx files shouldn't be hard.

As for editing the sprites, XED has a .pck viewer that works for Apoclaypse. It exports and imports sprite frames, so I think you should be able to make custom sprites.

These are all, of course, merely cosmetic mods.

- NKF


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Current Avatar Source: A sepia shot of Dualface from AC: Nexus. Some bloggery on the build.
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knight_of_the_ra...
post 18th October 2003, 1:50am
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Tueven esent eflientes ve comb de vaut.....morta fae!
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hmmh...i never use power swords....ever since the aliens got the personal disruptor shields,i've been putting pills from the toxi-gun into them all...and i just made my second retaliator too....i plan not to invade the alien sleep house just yet....want some more technology and ships....i've only been to the alien dimension twice...and that was with a probe.....i find no use for the explorer because if u take the bio-transport ship (and load it with a couple passenger mods)
then u don't have to have TWO ships enter and land in the same spot...ya know what i mean?.....and why would u guys wanna cheat with the apoc mods anywayz?
sad.gif


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And in the time after death comes the judgement when the highest of the angels of light shall open the book...and the damned who fail shall be condemned to an eternity of torment in a prison...HOTTER THAN THE SURFACE OF THE SUN!!!
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NKF
post 18th October 2003, 6:34am
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The Explorers are fast attack ships, not transporters. Although they do have enough seats for a single squad and a bit (8 seats). I have a very high opinion of them, actually, but I won't bore everyone with my explanation. But if you're powergaming, you might as well go straight to the Annihilators and never look back. They'll do everything all the other ships can and more.

As for power swords: For a cheap weapon that you can buy off the market, they're incredibly lethal. Just see how quickly you can knock down an alien and its disrupter shield with two swords on full auto. Combine them with the teleporters for even better results. Yes, they do destroy shields -- but not all aliens wear shields (i.e. multiworms, spitters, poppers, megaspawn... you get the idea) and you do have workshops that should be churning shields out by the dozens anyway.

The reason for modifying the game is for variety. Also, look at the Freedom Force mod, which is currently the topic of discussion in the News forum. Why would anyone want to play as X-Com soldiers in a superhero game? I don't know. Some just do. wink.gif

- NKF


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Current Avatar Source: A sepia shot of Dualface from AC: Nexus. Some bloggery on the build.
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M. Hoz
post 18th October 2003, 6:48pm
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The aliens only get stronger with time,and their technological peak is higher
than your own so it's better to get them quick.trust me.

And the Building's destruction make the Aliens weaker too,i THINK.
Does it?


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Sorry for wasting your time and space....

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daishiva
post 19th October 2003, 4:22am
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.net modder
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From what i remember, the first time i entered the alien dimension, there were ships ALLL OVER the place, after taking out a few alien buildings, there weren't any alien ships to be found, so i could bring more ships into the dimension.


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NKF
post 19th October 2003, 4:41am
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Actually, the alien tech tree is influenced by your total score. For them, new technologies get enabled as your score increases. So if you suddenly got 175, 000 points or so on the first day, I think by the end of the week you'll end up facing battleships, dimension missiles and entropy launchers.

---

With the exception of one special building, the number of alien ships in the alien dimension does not really decrease if you destroy their buildings. The more UFOs you take out, the less UFOs there will be.

New UFOs do get spawned from at the beginning of each week. If there are no more UFOs left in the alien dimension (say you wiped them out), about four or five UFOs get built at the beginning of each week.

When you destroy the building after the Maintenance Factory (I think it's called the Control Centre. I think it's the building that looks like the big red disc thingy), new UFOs will no longer get built. Once this happens and you've shot down all the remaining UFOs, there will be no more UFOs -- ever. At this point, you've pretty much won the game and can pick off the last few alien buildings at your leisure.

But enough of this, I think we've drifted off topic again (and it's all my fault). smile.gif Any further discussion not pertaining to methods/tools for modding X-Com: Apocalypse or existing Apoc mods should be continued in the Apocalypse forum, please.

- NKF


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Current Avatar Source: A sepia shot of Dualface from AC: Nexus. Some bloggery on the build.
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Ki-tat Chung
post 8th November 2003, 7:15am
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yeah, apoc is pretty hard to mod. i havn't seen apoc mods on the net before other than the image ones.


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spiff
post 9th September 2008, 11:57pm
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I've tried overkill but for some reason it won't let me edit many of the human tech weapons (lawpistol, mg, sniper rifle). It will let me edit the stats of many of the advanced items though.

Anyone know why overkill won't edit some of the weapons?
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j'ordos
post 13th September 2008, 1:00pm
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It's because Overkill doesn't directly show weapon stats for those weapons that use clips. You have to select the 'Uses - ' field and press enter first. Then it'll show the stats such as damage, rate of fire, ...
edit: ofcourse, for the full apoc editing experience, why not consider apoc'd by yours truly? http://www.strategycore.co.uk/forums/Apoc-d-t5290.html cool.gif
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