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Gizamaluke

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Gizamaluke last won the day on July 3 2013

Gizamaluke had the most liked content!

About Gizamaluke

  • Birthday 11/14/1978

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    Male
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    Reading U.K.

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  1. Thanks for the feedback guys, that is some useful information right there! I will try then to modify my maps to match. I will check the existing designs and look to incorporating the Zrbite spawn points in there. Given me new things to think about Back soon... Giz.
  2. Soooo, I was having a problem with one of the maps i made (The squid design) in that terrain features were overlaying on the inside and outside of the alien craft. I figure that it's to do with how the game reads the map files; if there is not enough sub stuff on the map then the engine overlays terrain over the top of existing structures. I have changed the squid map accordingly and so far I haven't noticed any problems with this effect. It looks a little less 'squiddy' because of it's reduced size but I think it's a better map for the game. See what you think: (BTW, If i didn't mention before, *.map files go in the /maps directory and *.RMP go on the /Routes directory) Giz. Squid.zip
  3. Bomb Bloke, We are on the same page with that last bit. I thought about that too and unless you replaced the geoscape interception graphic with a generic coverall one, you would have to change it each time. I don't know the mechanic of such a thing but it seems like it would be alot of work.
  4. I have had a number of issues with the maps I have made. The first major issue is that the Zrbite appears outside the Alien Sub and is not affected by the Ion Beam Accelerators exploding. I have had this issue before with my UFO maps, and I know it is something to do with spawn points set on the map for the Elerium/Zrbite to spawn. However, I don't know how to obtain this information or change the values. Can anyone help? I would be much appreciated. BTW, I am working on a new crab design that is an improvement over the previous one Giz.
  5. Hi guys, Been really enjoying the work that has been done on TFTDextender and in the last few weeks I have had a new lease of life with TFTD. I have been working on new Alien sub designs that I hope you guys will like. I have based them on Sea creatures (as per the game) that should have been around that the time of the great cataclysm. The maps all seem to work pretty well and I have included the route files needed to work them. I haven't experienced any problems with the routes as yet, but I am sorry if there are any bugs with them; I'm not exactly sure how route files work exactly. Maybe there could be some functionality added to the extender to randomly add user made maps whilst playing the game? Giz Maps.zip
  6. Gizamaluke

    Ending Mod

    Hi All, Been away for a while but I thought i would post some screenshots of some end of game screens i made for a mod of xcom. Instead of setting the final mission on mars, i am trying to make a mod setting it on the dar side of the moon. I found a program capable of modding these image files and I modified the text to match. Thought you would like to see my work
  7. I was thinking, if all research needs certain prerequesites to proceed, then surely they must be stored somewhere in the EXE file somewhere. Say for example UFO Construction; It requires pwer source, element 115, ufo navigation and alien alloys. If each of these has a value then they should be quite close together..... Giz
  8. First of all i would like to say GOOD WORK! A cut and paste function from other graphics files would be very useful. Also i was thinking of a brush tool that once you have pasted an image over the top of the old one it allows you to revert the old image back one pixel at a time. I.E you have a soldier face from a unarmoured soldier and you want to put it over a power suit template giving the image of a soldier with a power suit but with no helmet. When you paste this over you notice that you want to keep the helmet from the powersuit but leave just a hole for the face; you then just revert the image one pixel at a time until you have the desired result. Not sure if this is the kind of feeback you want, but if i were to edit the graphics file that is what i would like to see. Gizamaluke.
  9. I also changed the HWP fusion bombs and fusion balls to require a blaster bomb when manufacuring. I reduced the manufacturing time for the HWP fusion bomb and the fusion ball to take into account the manufacturing time for blaster bombs. This way i don't have a surplus of blaster bombs sitting doing nothing and i'm not really cheating too much. HWP Fusion Bomb 1 Blaster Bomb 2 Elerium 115 1 Alien Alloys Fusion Ball 1 Blaster Bomb 1 Elerium 115 1 Alien Alloys Gizamaluke
  10. Okay, I fiddled around with the Flying suit values for myself this morning and it does indeed work. I now have flying suits that cost 16 elerium, 5 Alien alloys and 1 UFO Navigation. Giz.
  11. Hi Tifi I have been fiddling about with the code after getting Zombie's excellent exe excell spreadsheet. In it there are the locations of manufacturing items in the executable and the prerequestite materials required to build them. There are 3 possible places for prerquesite items. I am currently modifying the code so that fusion balls and HWP fusion bombs require a blaster bomb before you can proceed with manufacture and a reduced elerium cost because of that. Your request with the flying suit is not too different to that. If you like i could send you the code string that should do it. Regards, Gizamaluke.
  12. There are changes in TFTD from the original UFO gameplay. It would be easy enough to impliment most of these changes in UFO with the editors we have at the moment. (Single shot for plasma cannons, more blast power for alien grenades, different ship layout etc..) So i believe there must be a way to do it in the game. Just checked out the UFOPEDIA website and there is something mentioned in the details of the research.dat file. All research requires a prerequesite research topic before it can proceed, in much the same way that research progresses in Civ2. Hopefully, tinkering around with this may lead to some answers. Guess i better load up my hex editor then... Giz.
  13. Hi All, Does anyone here know how to edit the research tree? I would like to edit some of the elements of the game that requires certian research to be completed first. For example, i was thinking of adding elerium fuel cells for the plasma cannon so that the game isn't so biased towards using them. To do that, i will need to rearrange the tree somewhat. I know this can be done as TFTD has a 'Laser' cannon that requires ammo. Any thoughts (and modding help) would be greatly appreciated Giz.
  14. Just a quick question, I was just wondering if you knew how to edit the research tree in the executable. I have been looking at your cheat sheet in the research section but it only seems to deal with what research is allowed when you have an item in stores. I am confused as to its structure and would appreciate your help. Thanks in advance, Gizamaluke
  15. Gizamaluke

    The vista fix

    I gave up in the end and just bought a old laptop with XP on it to play my old games. I can't be doing with DOSBOX so this seemed like the only option left to me. Giz
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