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Jace11

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  1. Demo very short. Almost too short to give a judgement. Fear style over substance. Also, all the screenshots of maps I have seen and played have a VERY similar feel. What happened to farms, desert, jungle and arctic environments? Do all battles take place in cities / junkyards at night... no day missions?
  2. First thing I'll want to mod when it come out is the voices of the soldiers. They sound like their day jobs are spouting hollywood cliches and generally sucking. How can a super special elite unit of extra-terrestrial-hunting soldiers sound like a group of morons? Surely these guys are screened on their intelligence at some point and real world elite soldiers don't talk like Rambo, they can actually be pretty intelligent. I watched the vids on the first page of this thread and paused it a few times. Noticed some interesting things... Events eta dates for monthly reports, research, manufacture etc. The memorial - probably a place where your dead soldiers are listed. Alien materials has a typo in the research project description... Tut tut tut... Medikits have two charges only, and their description might suggest the stimulant and painkiller functions no longer have an effect or indeed are no longer needed? Only 1 proper base... cause console players can't count to two I suppose. Though the interceptor screen suggests you can perhaps have small interception bases around the world. Was initially excited but getting a bit worried Jock Solomon is not the right guy to do this.
  3. Hope this is still in the works. I tried one of the tftd loaders but it wasn't great. A functional extender with lots of options, mp3 music, bug fixes etc would be great.
  4. Yup, that's the one I used to do it. And a few other things like design a new base layout, save it then copy the hex into the exe as the starting template. interesting you modded the weapons like that, i guess it makes sense though, as difficulty wise eu is a bit easier, so it's a nice thing to do to make combat more interesting by making the weapons more unique in attributes, my feeling was tftd is a bit too hard combat wise and e.u's combat, particular early on has a nice feel to it. I mean who wants to use a dart gun with 16 damage... Just reading seb76 stuff of disassembling xcom code and finding mission.dat stuff inside the exe... Gonna take some deciphering
  5. My foray into XCOM modding is going ok, I've managed to make a load of fixes myself and changed a few things. One other thing I would like to change is artefact missions, at the moment they are 2-stage. I wonder whether it would be possible to change it to one stage only. I frankly think the underground level is too poorly made, with see-through tiles from 1 level to the next, some modules not fitting together properly and lots of other issues that lead me to just wanting to eradicate it altogether (tonight I had a Hallucinoid stuck under the lift that leads to the device - I couldnt get him and he couldnt reach me). There are enough two stage missions as it is. So can this be done? The upper pyramid stage is fine. Can you say place a device that when destoyed completes the mission..? Can you unlink it from the second stage? And / or can you change the objectives to "kill all aliens" instead? If any of these are true, and I know some people are able to unlink some 2 stage missions, which parts of the exe are responsible offsets-wise? So far I have a good set of mods I am pooling New name pools, All TFTD weapons have stats identical to their EU counter parts (I seem to prefer EU combat mechanics - e.g so sonics have auto and stats of plasma weapons, and all weapons are generally cheaper in TUs). Bio-drone melee acc fix Zombies UFO map fixes + routes (from this site) The intercept bug fix (from this site) A bit of map editing (cargo01 fix for stairs that lead up through a roof to next level - bug I found. Extended triton, hammer, leviathan - like the mod in the files section but using normal tiles. New start base layout - hardcoded into geoscape.exe where the template is. dye grenade fix But I'd like to do something about artifact 2nd stage, I tried map editing it, but it didn't really work. MCD edit of the black tiles (contents) to make them solid so that you cannot see through them to levels below failed. Anyhelp appreciated.. TTFN
  6. I have read that some people have witnessed it work, but they don't say whether its underwater or not, but its also widely reported that the Hallucinoid never appears on land, so maybe you are right. It works, but is rarely used. There are comments somewhere that the ranged attack is "disabled" underwater but enabled on land. That statement might have been made because it is rarely seen or it might be zombie or someone else found a flag for it that was set incorrectly. eg http://www.ufopaedia.org/index.php?title=Known_Bugs_(TFTD). Are there not flags somewhere for weapons that determine whether they are used on land or not. Some xcom weapons ARE disabled so these flags must exist. The Bio-drone melee problem is a simple error in its melee accuracy right? So that's an easy fix... Sorry, I'm new to these files and havent played the games for over 10 years so there is alot of info to catch up on. Bomb bloke, yeah, the errors are from elsewhere, not multiple extenders running, I just found that after a quick re-test.
  7. Yes that was my first post, thanks for reply... Got TFTD recently and EU, looking at fixing some annoying bugs, checked this forum a few times over last week but noticed your new post only today. To get TFTDEXT working, I deleted the line in the tftdextender.ini file that was causing the error message about the sound fix bomb bloke mentioned: Corrupted Background Land Sound=1. Maybe one problem is, if you can't start extender properly and it encounters an error, it doesnt seem to quit. IT's still running as a process in Win7 for me despite eroor then close program, so maybe when you run it again you have two copies of the program running. So I check my Task manager and end any other active processes from the TFTD extender to avoid two copies trying to patch same bytes (which may have cause some of the other errors I was getting earlier). The steam version also uses dosbox to run the game (a problem for the extender), if you run the loader it wont really adjust video, you get sound though but with a black screen (probably a screen res thing). But I can run it from the loader without dosbox if I instead set D3D=1 D3D Windowed=1 in the ini, but I find it crashes now and again (intercepts?), but I can initiate battles on landed subs. Its definately working though as the "all your base are belong to us" is on the menu and many features are visibly active... (craft ready message etc) but to test all functions of extender is a big job... Good luck... Still searching for Hallucinoid ranged attack fix been testing a few bytes in the exe but found nothing, can you tell me how you did that fix?
  8. Hi, I'd be very interested in this too. I have the steam version though, and the loader is giving me a few error messages when I try and run it. I believe the steam version is the CE game though, but maybe it's different in some way? Where did you get all the offsets for the patching process. I'm pretty desperate to fix a few bugs manually if I cant run this with my version of TFTD. I managed to find the bio-drone melee accuracy, but an still looking for hallucinoid ranged-attack under water fix.. The bio drone melee is is in 0008b6e5 I think, and i suspect the hallucinoid ranged attack (under water) is a 0001 type entry a few bytes earlier (around 0008b62cin the .exe), but could you tell me where some of the other major offsets are (like the hallucinoid bug)?? I have searched around for an offset guide to the exe for TFTD but haven't found one... Zombies stats page for them which was on this site is also missing now... EDIT: OK got it working, good, some things you might change in next version. aircraft ready message - change to submarine ready stats on equip screen - change psi to M.C Skill etc. Initial Base setup did not work for me... not sure why... have any facilities names changed between xcom1 and 2
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