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armorfiend

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  1. aw! Well, I thought it may have been; as I posted it I thought, gosh, I'm really necroing this one. I'll have to go check the wiki again myself
  2. Looking at this, unitref 055 seems to be the damage mod for the aliens/vehicles. Ethereals have a damage mod of 6, tanks are 4, and sectoids, civilians, floaters, and celatids are all 1.
  3. Yeah... I'm trying to find the place in the exe file where a the 'has a turret' versus 'has an inventory screen' is decided. I know it's in there somewhere. My tentative plan at the moment is to eventually give the flying tanks one of the two tank inventory screens, and the crawlers the other (if I can). Not a perfect solution, but I think it'd be a nice touch for them to have the different screens. I'm not really concerned about losing the turret swivel. While it's nice, graphically, it always winds up leaving the tank oriented the wrong way, with its strongest armor facing somewhere other than where the alien's return fire will come from. Also, thanks for the info on LOFTemps. I'm thinking I shall not need to do anything to it, at the moment. huh! A thought... where, in the executable, are the XCOM troopers generated? Maybe if I could compare them to the aliens... Edit: Zombie and Seb75 come through for me again! The soldier modding thread just below this one has the info... You guys rock.
  4. Setting the inventory layout to 1 or 2 has no effect that I can see. I'm guessing that I'll need to convince the game that they *have* an inventory, before that can come into play. Also, what is Loftemps?
  5. Saaawheeeet.... Thanks! I knew someone had pulled these up before
  6. I've come back to this mod. I was unhappy with the way the tanks changed the feel of the game, so now I'm trying to change the toggle that gives them their turret. I'll make them into large infantry and see what I can do from there... ...testing so far: the battlescape values for near some of the tanks ammo amounts are: 117 [6 198 69 118 30 235][10 198 69 118 8 235][4 198 69 118 255 51] 255 199 I put those in brackets because only the 30/8/255 are values where I know what they do. Those are the ammo values for the cannon, rocket, and laser tanks, respectively. Setting the 6 to 1, breaks the infantry, kills the laser and plasma tanks, and breaks the rocket tank. The rocket tank again winds up with 1 ammo. The infantry, however, now get a tank layout inventory screen, with an infantry graphic in it. They no longer appear in the battle map itself, and- for their weapon- wind up with a cannon turret, plasma turret, or laser turret graphic. They wind up with a pistol clip in their off hand, but the pistol clip is actually a weapon of some sort. All in all, thoroughly broken. if I swap the 10 and the 6, which you'd think would just give the cannon tank 8 rounds and the rocket tank 30, instead the cannon tank winds up with 255 rounds and the rocket tank winds up with 1 round. Two thoughts: This number is a pointer, that is also relative to its own position in the file. Also, screwing up the rocket tank always leaves it with 1 round when it enters the battlescape. I don't know why. [scratched a bunch of testing that basically showed it's just a two-byte pointer that I was screwing with] Maybe I should be grouping it like so: 117 6 [198 69 118 30 235 10] [198 69 118 8 235 4] [198 69 118 255 51 255] 199 ...testing saaaaays... no. Swapping the 10 and the 4 crashes when I enter the battlescape. This must be the ammunition that is loaded into a magazine. [198 69 118] must simply be the opcode for 'put the next byte into an address for its ammunition amount' And really, whether the address precedes the opcode or follows the ammo amount, it doesn't matter to what I'm currently trying to do, which is to tell the tank it's not a tank any more. Update: I'm an idjit. BladeFireLight mapped out a lot of the values for the aliens. Which is where the tanks live. His(her?) mapping, and some of my own numbers: 481080 - standard tank : Race : Rank : ?? (0) : Can fly? (0 or 1) : TUs : Health : Energy : Reactions : Strength : Firing Accuracy : Throwing Accuracy : ?? (70) : Armor- Front : Armor - Left : Armor - Right : Armor - Rear : Armor - Under : ?? (0) : ?? (50) : ?? 0 : ?? 1 - setting to 0 does nothing. Some sort of toggle? : ?? (0) : ?? 4 : ?? 4 : ?? 16 : ?? 16 : ?? 0 : ?? 4 : Psi Skill : Psi Strength : [ = 11 - (bravery/10) ] : ?? (30) : ?? 0 : ?? 0 : Tank type - what to die as [74, tank. 70, hovertank] : Big Unit? (0 or 1) : Victory points : Aggression : Intelligence (scratch that last, the 15 starts the male civilian.) I'm betting that some of these ??s here are things like the inventory screen used, the size when crouched or standing, and the like. Also the size for the motion scanner, I would think, would be here. I would expect to find the things that go into the data file.
  7. An update, since it's been a week: Still haven't found any new useful values. The more I tinker with the values I do have, the less certain I am that this is the right concept, that I'm moving towards. The greatly increased mobility of the tanks, while it does seem appropriate, means that they leave the infantry behind and take over. It also means that fights are over much faster, and I just don't get the same feeling of 'oh god no, where is the last alien?' any more. I may have to re-scale this somehow.
  8. Well, the curious thing was that setting the cannon tank's - or what I think is the cannon tank's- 6 to a 10, to match the rocket tank, left the cannon tank's ammo count still functional, while it screwed with the rocket tank. I even set the ammo amount differently- I set it to 50, and that was reflected by the cannon tank, even while the rocket tank was still screwed up. edit: Okay, I'm looking at the values needed to load the craft. I *think* I may have found the rocket tank at 241, 530. I'm trying it now. nope. edit again: '198 69' shows up 153 times in the combined executable. I'm pretty sure it's an operation code of some sort, and not a code for 'load this on the dropship' - mostly because I don't think there are 153 different things to put ON a dropship, but even if there was one for each, I'm not even sure there are 51 things you can put on a dropship. That said, the idea that we're looking at two-byte words seems reasonable. If we look at this as a two-byte address, an operation, and two bytes of information, then we'd want to know what that second to last byte is. The three ground-crawlers all have the same code- 118. But, 118 is also really common. I think... I think that 118 is actually some modifier to the 198 69 operation. If we cruise through 198 69 entries, we see that it has these values immediately following: 6, 10, 12, 14, 15, 24, 41-43, 51, 53-64, 66, 70, 80-85, 111-118. 111-118 are by far the most common, with the rest usually only being used twice- references to each other, perhaps? bah. I feel like this information should tell me everything I need to know to find the next series, but I'm missing it. Interestingly, 198 69 seems to show up mostly in 4-byte patterns, with its suffix run in sequence. (198 69 111, 198 69 112, etc).
  9. very cool. Looking at this, after setting my columns at 6 bytes, I'm pretty sure that their pattern goes like this: [6 198 69 118 30 235] rather than startig at 198, but I'll test it to make sure. edit: holy weird crap, batman. Setting the 6 to a 10 in that group, glitched my rocket tanks. Each time I took them to a new mission, they had the wrong number of rockets. The first mission, they had 1. The second mission, they had 14. Third, 230(!!!) Fourth, 220. ...so I have no idea what was going on, there. At a guess, the first digit there is saying 'give to tank X...' or something. No idea, really. Except it buggered the tanks. And they actually did have that many rockets; in the one, firing the single rocket reduced the tank to 0, and in the others, I was able to fire dozens of rockets.
  10. Ahhh, I knew that 144 meant something nothing...
  11. Man, you rock! If you like, I found some other offsets to check. my B-list offsets - these were the ones that didn't quite make it to the list I showed you earlier 29,392 40,474 49,142 49,850 61,773 301,345 470,570 my C-list offsets - pretty much anything that looked like I should check it for a pattern. There's really no rush to look at these. 7,303 10,506 11,568 17,273 20,185 22,489 27,774 29,683 36,322 50,647 51,708 52,363 52,860 59,246 61,871 62,788 70,506 79,878 84,966 86,482 89,450 97,920 108,968 115,672 129,765 132,217 133,752 141,443 154,999 211,407 264,795 430,424 *'s I no longer think likely, as I've seen them as part of other functions.
  12. I haven't found anything yet either, but crawling through the entire executable this morning gave me ten possible spots (out of 502 total) to try that I'll see about checking soon. I'm still working on a project for work, but if you want to try them... 53,218 73,920 100,597 111,697 137,284 241,450 270,331 * 304,021 322,858 353,524 * this one has a mark next to indicating that I felt it was less likely than the others. I don't know why. Those are offsets inside the gold edition executable, though. They'd be different in the split executables.
  13. sure, let me dig up the start location of one of those patterns. It wasn't what I was looking for, so I didn't write it down, but it's fairly distinctive... At 239,768 you'll see a bunch of 133 192 117 30 104 XXX 0 0 0 items. it isn't *as* common as it feels like, though. A global find/replace of 117 30 with itself only yields 35 matches. So I'm full of it, apparently I dunno, I mean, if you're already decompiling this, is posting these up just silliness? There are several pretty common patterns that are probably compiled instructions of some sort, but I don't want to just repeat effort or clog the forum with a bunch of useless junk.
  14. ooh! I had forgotten about the free ammo bug. And your incoming-outgoing seems right, so... That means that the gentleman (or lady) who did the conversion found the values we seek. Or at least one of them, anyway. Is that person on the forum? Bomb Bloke- does your editor only edit things during a mission? I will go look at it. -fun! the free version of the Neo hex-editor, despite being nag-ware-ish (many features, seemingly at random, will tell you that you can't use them until you buy the full version) has two nice things going for it: 1) find and replace 2) ability to change the colors. I set the colors of the edited cells to background yellow, font red, and replaced all 30s with 30, and all 8s with 8. Now I'm going from 30 to 30, looking to see which ones have an 8 nearby, and of those, which have two 8s that seem to fit in a pattern. Useless trivia: I don't know what 0 117 30 104 XXX 0 0 is, but it shows up a *lot*. XXX is a number, like 138, 148, 157, etc. Seems to be referring to its own position in the pattern, or alternately, something outside the pattern in relation to itself. Could just be 'break, go to X' or something. another thought: their operations seem to follow the pattern of 10 bytes and a spacer byte. and am I correct in thinking that a long line of 144's was just their way of separating one section from another?
  15. Genius, sir. Sheer genius. Guess I'll go hunt other 30s. In the morning.
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