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Tain

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  1. Actually Bomb Bloke, the suckers do not hatch, and do not attack you. They can somehow still tell you are not human, and will leave you alone. They will just run around and be on the opposing team. They won't hatch unless you die carrying them, or launch them near a human (species human, not human controlled). So somewhere there is a value that defines that also.
  2. Your program works great Bomb Bloke, thanks much for it! Makes things so much easier, and hopefully will allow others to make use of this. The research edit still needs to be preformed though correct? Also, i am interested in any theories on how to fix the brainsucker launcher problem. That one has be rather stumped. The only thing i could think of earlier was hoping to find some kind of player:side value, and swap sides that way. Seeing as when a turn goes by, it will say something like Side: Aliens Player: Computer. I am hoping there is a value somewhere that defines Side:Player and that it can be changed. If we can set Side:Aliens to Player:Human, this will fix the brainsuckerlauncher/hyperworm problem, and make all the individual unit editing unnecessary. And once again, cheers for the program Bomb Bloke, its a huge step forward, and it rocks!
  3. Hmm that could be kinda difficult, seeing as the way i find them is by searching the actual agents name. What about adding an identifier to the agents? like starting all their names with XCOM or some other easily picked out value? As to how i worked it out? Well the first value, the one that sets side allegience, i already knew of. 00 being X-com 01 Being alien. After being told that, i searched for the other values myself, and found most by exactly that- trial and error. For example, i found the ai value (63) by saving a game with a single agent right before, and right after he was brainsucked. After comparing the two save files in hex for some time looking for any other values that changed between the pre-sucked and post-sucked agent, i found that one. Finding values can be really annoying, but also quite rewarding in this case. Before i found the 63 value, the agents would not move around, they would only fire out of reaction, and would still show up in your squad window.
  4. Roughly Bombloke. The easiest way to find the soldiers for me is to to simply search for their names or their hex equivalents. The values follow the first occurance of their names in the file always. As for a program being rigged to do it, it certainly could be done, it would just require someone with familiarity in that type of programming to do it. My method is actually kind of a work around way to doing it, as you never technically leave the X-com "side". (ie when the aliens move it will say "Turn X side: X-com" etc, and it will say it is the alien's turn when X-com moves. This is not a problem except for 2 things, the hyperworm spawns and brainsucker launchers. Both hyperworms and launched brainsuckers spawn enemy. (because they are spawning to the "alien" side, which is now occupied by the AI X-com) It is still my hope that there is a trigger somewhere to set the true alien side to player:human. I have yet to find this however, and this is the only method i have found that gets results currently, and it works rather well. I have a UFO mission saved done this way if you are curious as to how it works, or want to try your hand at edditing it yourself. Just i have no real webspace so i would have to send it via email.
  5. Ok first off: This works only for saved tactical games, not cityscape, no strategic stuff. It will only work on the game you edit so i will refer to it as a "mission". Secondly, you will need a hex editor. I can hear the groans already, but its necessary. Ok lets begin. To make it a bit easier, i suggest you get a copy of the programs XED and something that can edit research. i suggest "midnight editor" as its the easiest to manage.. It will come in handy. 1. Pick a cityscape save you are willing to sacrifice for the cause. Once selected, use your research editor to set all live aliens and autopsies to researched. This is important, otherwise you will not be able to attack with poppers, spitters, psimorphs, multiworms, hyperworms, or alien eggs. 2. Once done, load the eddited game and get into a tactical mission of your choosing. Choose well, because this will be the mission. Equip your agents as you see fit, but remember- you will be facing them! So don't load them down with too much butt kicking stuff if you want a fair chance. Especially if this is early in the game. 3. Once the tactical map loads, save the tactical game. I use slot 10 to make it easy to find. Once saved, exit Apoc. 4. Load up XED. Select the saved Tactical mission (slot 10 for me). You will see a list of ALL units on the map, friend, foe, and neutral. Go through the Aliens one by one and select Heal. (H button). You will notice that the aliens side switches to X-com. This is correct. Do this to all the aliens. If you did it right ALL units shown will be shown as X-com. Exit XED and save changes. 5. Heres where it gets mean. Open up your hex editor. Use it to open up your saved tactical game. (the same one you modded with XED) Find your agents names by searching for them. There are 2 values you have to change on each agent. the first switches your agents team, the second turns on his AI. To find the location of the first value to change, use this method. Select the first hex value in the agents name. Including it, count 20 values (the max for a name). Once you hit 20, count 7 more. at this location, the value should read 00. change it to 01. For the second value to change, just count 4 values to the right of the value you just changed. It should also say 00. Change it to 63. Here is an example of it, done to an agent named "Jurgen". Before changed values: Note "4A75" is the start of the agents name, it will be different for each agent. 4A75 7267 656E 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 After Changed values: 4A75 7267 656E 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 [01]00 0000 [63]00 (i bracketed values that were changed so you can see them, do not type brackets) Repeat this for every X-com agent in the savegame, and then save the file. This will set all your agents to be the "bad guys" and give them a rather nefarious AI to use also. WARNING: This is advanced stuff, and attempt it at your own risk. I am not at fault if you mess up and your computer goes Chernobyl.
  6. Apoc aliens would win hands down. Nothing can compare to a Popper/Brainsucker stampede. Add to that some nasty gadgets like cloaking fields, teleporters, personal shields, brainsucker launchers etc. I am frankly suprised the apoc aliens didn't develop some kind of popper catapult, those sick sick aliens.. However, i think TFTD gets my nomination for hardest game. Tentaculats suck.
  7. Strangely enough the one alien that gives me the most trouble concerning a live capture are the Micronoids. They always seem to hide from me, or die.
  8. Sonic pulsars...lots of sonic pulsars. I feel your pain man. Those accursed Tentaculats are my #1 enemy.
  9. Depends on the mood and situation for me. Usually i prefer real time for its "fire fight effect". However, often during raids (especially early on) i opt for turn based so i don't get raped with heavy launchers.
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