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Makinus

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  1. I want to increase the number of aliens in all missions.... how is that possible? I read the XcomUtil documentation and looks like it is possible by using the "typ" flag, and other flags to clean up the object table (like DXC, etc) but i have 2 things that i simply don't know how to do: 1. Do it automatically in every mission, whitout me needing to save the tactical, exit the game and load the tactica again. 2. Add the right type of aliens for each missions, like sctoids in sectoid missions and mutons in muton missions, etc... thanks
  2. Makinus

    Megapol Mod

    thanks! i just got the craft editor and i'm using it.... Let me abuse your goodwill some more and ask how you changed the research costs.... i want to change xcom research costs in the game and was not able to find a way yet.... how you do it? My objective with all these changes is to make a more personalized xcom experience, what i want to do is this: - Increase all research costs to about 5 times normal - Increase the construction time of labs to 5 times the normal (done) - Decrease the availability of air vehicles to about a fourth of the normal (done). - Increase the funding to about twice the normal rate - Increase starting money to about five times the normal (done) - Make road vehicles more interesting by using the roadwar mod (done). So, what i did'nt figured yet is how to increase research costs and funding.... , can you point to me how you do it? thanks again
  3. Makinus

    Megapol Mod

    Let me ask a unrelated question but you probably know the answer: How i edit the availability of products in the market? if i wish to reduce the avilability of hoverbikes, how i would edit the game? Thanks
  4. how i remove funding countries using Xcomutil (9.60 beta)? if it can't, please indicate to me an editor that can....
  5. There is any way to modify the Apocalypse tech tree? i'm specially interested in ways to make i go slower (i.e. any research topic is 5x the normal time)... If it is not possible to modify the research costs directly, there is any way to change the abilities of the scientists that apperar so their ratings are lower? thanks
  6. oops, forget three "0" in the number, the correct one is 1,000,000,000.
  7. thanks man, i'll try to tinker with the settings in the xcomutil to see what happens... my objective is to have a very longer game (your 3 years to reach cydonia would be like it), so i have a sense of a more longer struggle against the aliens... i always thought that the time xcom takes to defeat the aliens is too short... useing xcomutil i will start the game with the following "house rules": - Superhuman difficulty. - Research from captured aliens (and increased research times in the human techs). - Can't use stuning weapons (so a alien will be captured only rarely, further decreasing research speed). - 1.000.000,00 initial money (hey, it's a world-wide organization) - 50.000,00 initial funding per country - Nearly all of the Xcomutil enhancements (improved lasers, etc.) - No Psi - I can get a country back from aliens if i pay 1.000.000,00
  8. I myself prefer rifles, but i always equip my rocket soldiers and medics with pistols (the rocket in the belt and the medics in the other hand)... About the Heavy and Auto Cannon i only equip them with soldiers that have good strenght and i don't need them as rocket soldiers ( i try to have at least 20% of my soldiers with rocket launchers). In the end my pistols are only used by my medics and rocket soldiers after they expended all their ammo.
  9. Cool, i'm already trying it.... on a side note, i was looking at the Xcomutil cfg file, in the place where this Research from captured aliens is set and i noticed that there was a number of "Research days" set for every field of the tech tree and i was wondering if changing that number would change the research in the game... Other thing i would wish to know, if i understand correctly the "Research from captured aliens" only increased tech costs for alien tech, right? So the human tech cost is still the same as in the unmodded game? There exists any table somehere with the "stock" tech costs so i could compare them with the tech costs in the xcomutil cfg file? I also noticed that all the tech costs in the xcomutil cfg file use numbers below 1000 (the biggest if i remember correcly is 880), there is any limitation in the tech cost number, or i could change a tech cost to 1200 for example? Finally, you mentioned advanced aliens showing up while i'm still in low tech, so i presume that the appearence of advanced aliens and tech is hardcoded? It does not show according to the advancement of the human player? There is not any way to slow down the Alien tech and type advancement? And thanks for the prompt response of my original question... i'm already tinkering with xcomutil (9.60 beta) to enhance my xcom game.... man i love this game!
  10. there is any editor that allows the slowdown of the research??? I would like to increase the "research costs" of all areas so the new techs came more slowly to the game and i am forced to use conventional weapons for a longer time... I can achieve this by simply don't hiring more scientists but i would wish to have a game change that would give me this effect so i am forced to hire more scientists to overcome huge research costs... Other way would be changing the Research Facility so it would have less space for scientists, forcing me to build additional facilities... I don't know if this is possible, but any solutions or alternatives would be welcome Thanks MY FIRST POST! --- This has been added for (future) historical reasons
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