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Galagher

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  1. I also would like to see an arcing fire ability on the grenade launcher. Unfortunately there is no known toggle for such a thing in Obdata. Certainly the Plasma Pistol could be made into something more useful. I am considering what. Aliens with explosives terrify me, so maybe that'd be a good reason to make it a grenade.
  2. Galagher

    Minor Modding

    Thought I'd give you all an update on the progress of my modding, since you've all been so helpful in fielding my questions. I have to say I was wrong about UFOpaedia. The information on the game files is quite helpful. With that, a hex editor and BBs graphics utility I can do everything I'd wanted to do. So of course now I want to do more things. Anyway, the mods I've made to my game are slight. The Stun Rod has had its stunning power increased, weight reduced and been made into a 1x2 item so it can be worn on the belt. I love the thing, and want it to be useful throughout the game. The Auto-cannon and Heavy Cannon have been changed to Minigun and Grenade launcher much like in Chris 82's "New Weapons Mod." I especially like the Auto-cannon style weapon and want it to have a unique battlefield role. Reducing its accuracy and time units for Autoshot while increasing its clip, weight and damage makes it a handy weapon for shredding terrain that might conceal aliens. As an added bonus it becomes the weapon of choice for kicking in UFO doors. I also removed its snap shot and it now only uses AP ammo. I've decreased the damage on the Blaster Bomb Launcher. The thing is just obscene in game. Really I want to keep its high damage but reduce its blast radius. Unfortunately I don't think this can be done. Final modifications I'm considering are juggling the stats of weapons so that each of the three basic sets (standard munitions, laser and plasma) have distinct advantages. I envision standard munitions packing more damage and having a better auto-shot than lasers. While lasers would have more accuracy, superior snap and aimed shot, and of course not use ammunition. Finally I'd like limit the potential of plasma weapons. However this presents a difficulty becuase the Aliens only use Plasma weapons and I don't want to make the game easier. I was thinking about significantly reducing the clip sizes. Since in my experience aliens live a turn or two after making contact with X-com troops. Plus I think they carry a couple extra clips in Super Human mode. What do people think? P.S. I don't think it's possible to make a convincing flame thrower (due to the way explosions work) but if you think it is tell me how.
  3. Thanks BB. This program is great. I can start modding a bit now.
  4. Galagher

    XCom Images

    Ah yes, I thought you might mean the UFOpaedia. I'd be looking into their documentation on the game files but much of what I had been looking for had not been added yet. Someone had much more detailed information on the game files posted on a website but I lost the link and haven't been able to find it again.
  5. The loader option sounds very cool. Though I don't know how to do such a thing. My X-com wishlist of impossible things involves creating a true hybrid between EU and TFTD. It's too bad you aren't ready to release your graphics editor, I'd love to have such a tool. P.S. Bomb Bloke, I read on another forum that you are sort doing a rewrite of EU. Anywhere I can find out more about that?
  6. Galagher

    XCom Images

    I tried versions 1.2 and 1.4 of pckview but neither could do it. There is a thread elsewhere on the forum wherein this precise problem is discussed to no avail. People have figured this out before though, as evidenced by the downloads in the mod section. Zombie, thanks for the tips on files. Which wiki are you refering to though? If it is on this site I somehow missed it. Blade, I've been using Chris Voss' UFO editor from the download page. I'd prefer Clarkwehyr but I've had too many problems with it on XP.
  7. Galagher

    XCom Images

    Does anyone know how to replace the wapon image files in Xcom? I can change them by using the bitmap import feature of PCKvew but this results in problems in game. Xcom ends up not knowing where these images end off and the next image in the Bigob shows up with the new one during play. I suspect that Bigobs.tab stores the image dimensions but I can't open it. Any other details about how weapon mods are done would be helpful too. I'd be interested to know how a weapon that didn't have it before is given the autoshot ability, for instance. I've been digging through forums for a few days now but haven't found anything I can use as a sort of instruction manual.
  8. I'm using PCKview to take some of the image files from the "New Weapon Mod" in the files section and put them into my regular game. I like their pics but don't want to use the whole mod, I hope they won't mind this borrowing since it's just for personal use.
  9. Ok. That's how I thought it would have to go. Next question, in changing some of the graphics for weapons on the inventory screen something went wrong. The Ammo for the weapon appears with it, just below it and somewhat scrambled. How do I correct this?
  10. Any chance of adding new Aliens while hanging on to the old ones as well? Is that possible?
  11. Galagher

    Adding Aliens

    Hi all, Question. How difficult would it be to slam a bunch of the TFTD aliens into EU? I've got a bunch of new weapons to play with and would be interested in having a slew of more interesting aliens to use them against. The Floaters could certainly stand to be a little scarier. Also, I've read that XcomUtil will produce hybrid games but am I right in thinking it is only terrains that are transfered between the games?
  12. I just did a similar test, letting it run and watching. UFO-125 turned into a Snakeman supply ship and went to the Alien base in North Africa for me. When I look at the graphs all activity registers below the 0 mark. I had noticed that glitch much earlier in the game. Finishing the month without dealing with a single UFO, including two terror sites, I got an Excellent score. After further testing UFO-125 does not always mutate in the same way (it seems to change depending on UFO-126). It has become a Snakeman Supply Ship for me a couple times. Last time this happened UFO-126 was an Ethereal Supply Ship going to a new Alien Base in Spain (which is so close to my hyperwave decoder I don't know how it exists undetected). I'm not sure if this is always the case, that base only appeared once. On the plus side 125 can be shot down and dealt with normally after it mutates. I also seem to recieve an Excellent score no matter what I do here, that's new since last month my score was poor.
  13. It doesn't seem like your average bug. Where would that 'pursue without interception' message come from. It must have been something the game designers were playing with. Although an alternative interpretation might be that Xcom is slowly developing sentience. A possibility I've always considered. I wonder what would happen if we managed to follow it without attacking, I don't have the hardware in that game to keep a thorough watch on it. The real question of course is what this thing is going to do to my monthly score.
  14. I managed to get some pics but am having some trouble getting them online. Sending them and the game file to Zombie to look into/post up.
  15. So this is the strangest thing I ever saw. An alien ship, sectoid, research mission, zone antarctica. But the size was listed as "Pursue without Interception" and the craft type was listed as "Sectoid Corpse." When I did intercept it the thing appeared larger than a battleship and returned fire with greater range and more force than I'd ever seen. When I manage to live long enough to fire on it the game crashes. I tried to take a screenshot but printscreen didn't take. How can I get one so I can show this odd monstrosity?
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