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ZeraSeraphim

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  1. Found another crash bug just now. I'm using the improved motion scanner part of the extender, but the instant I fired it up to take a look around, I got this error. "XCOM crashed at 0x217A07A with error 0xC0000005 trying to access 0x0217A07A" Turned it off and sure enough, regular motion scanner screen pops up with no crash. Shame. Was really looking forward to messing around with that.
  2. Here you go, friend. Just extract this into your X-com directory, make sure its in with engine.dll, and you can change anything you want about the game.xcomed.rar
  3. It seems that lobstermen are just universally HATED because of their insane resistences, stats, and tendency to huck grenades at clusters of troopers trying to bring the necessary firepower to bear to take them down. However, through the magic of a program called xcomed.exe, I've figured out how to change resistences, armor levels, weapon damages (and introduce fire modes to the weapons that previously lacked it. Burst fire sonic cannons anyone? ), and so on. I've been dabbling with the toughness of Lobstermen, but can't seem to get it quite right. The way they were before, they gave me a migraine everytime I saw them on one of those god awful base attacks with Bio-drones backing them up (Insert "oh god why" face here). Several troopers could empty their entire clip and stocks of TU's into a lobsterman and it'd still be coming after them. I've recently modified them so they have stats similar to a Muton. 100% damage income to all things except for a 40% reduction to AP. Melee damage modifiers are still in place, and I'm thinking now that I made them a little too vulnerable, seeing as how a well-placed sonic cannon blast can one-shot them. So, I ask you, internet, what would need to occur to lobstermen to keep them a challenging foe, but not the nightmarish overpowered monstrousities that stock TFTD brought us. Am toying with two ideas of my own right now. The first is to reduce lobstermen resistences so they have no more than a 30% damage reduction from ANY outside source. Second idea is to modify their armor stats so each one would be wearing the equal of Magnetic Ion Armor.
  4. Seriously? *turns off freebies for tanks mod and runs mission* ...huh. Whaddya know.. works fine now. Quick question. How long ago did you update UFO Extender? I moved to another state last november and sort of lost interest in X-com. But at that time, I was up to date.
  5. Hey, Tycho. Been a while since I played this game, and to my amazement, YOU ARE STILL HERE. You've got to be the most dedicated modder of ANY fandom, and my hat is off to you. However, I've recently come across a rather game-breaking bug in the latest version of TFTDExtender. I've attached the application failure error code to this message. This appears when I try to go on a mission of any kind with the Gauss coaelcacanth loaded. I'm preserving the save game file because this crash is easily replicatable seconds after loading the game. Unlike most other users apparently, I like tanks. I think they're, as the kids say, "utterly righteous!" and it's always fun to splatter a lobsterman all over a USO wall with a well-placed turret blast. I know the root cause of this lies within the new version of the Extender as I've only updated the Extender with my game, and am still using the same old XcomUtil with it. My archived version doesn't have this problem.
  6. Haven't had a chance to test the Leviathan bug yet (the research for it is in queue), but I did test the P.W.T Launcher this morning on some hapless lobsterman during a terror mission (god rest his shell). Excellent work as always, Tycho. Your quick response to this truly marks you as a professional (or just someone as hopelessly addicted to this game as I am)
  7. I'm currently running Windows Vista, Tycho. My laptop runs 7, and it won't even start TFTD or UFO Defense at all.
  8. Sorry to say, friend, but THAT particular operation is handled by XComUtil. This thread is for TFTDExtender. Regardless, I think that UFOExtender has a cheat in the .ini that can reveal the entire map, and Tycho will probably see to that once he's finished blasting the current round of bugs. Though, speaking of bugs, even though I fixed the Leviathan problem myself (by turning off the manufacturing rate bug fix), I still can't plot out waypoints for the Disruptor Pulse Torpedo launcher. It's kind of a buzzkill for every item to work on land except for the most powerful weapon, so does anything have any suggestions on how I can make this edit myself or fix the problem? And before anyone askes, I am running the latest patch, and it doesn't really seem to fix anything, be it the Leviathan or the D.P.T Launcher.
  9. I see. I'm guessing that this means that Tycho's patch didn't work?
  10. I'm sorry to write in with another issue (possibly due to my own noob-ness), but I'm having a problem getting the new patch to work for me. I'm not exactly sure what I'm supposed to do with patcher.dll. Do I just stick in the TFTD folder and replace the patcher.dll that came with the Extender or do I need to do something with it? As of right now, the Pulse Wave Torpedo launcher won't set up waypoints on land, and the manufacturing rate limit bug will not let me task engineers to a leviathan, which I'm certain the new patch was meant to fix.
  11. Well, it works, Bloke. Now, instead of crashing all the time, my only problem is getting my face kicked in by lobstermen.
  12. replacing 58c22000cc05 with 83C414c22000 seemed to fix the problem. I just entered a tactical battle after making the nessecary modifications, and there was no error message. Since I have TFTDExtender and XComUtil working together now in the same game, I have to test it for stability... Very Thorough Testing. I'll post here if there are any further problems, so if you don't hear anything from me, then good job, soldier.
  13. Is there a way I can address this problem on my own instead of waiting for a new release of TFTDextender/ComboMod?
  14. Honestly, I haven't had any luck getting the combomod to work at all. I was just using the xcomutil patch that was a part of it because it's the closest I've come to getting tftdextender and xcomutil to work together all day. Thanks for replying so fast. I acknowlage that this bug will likely be fixed soon but is it a serious bug? Do I really need to fix it or is it benign enough to let be?
  15. I'm running the TFTDExtender mod program, and XComUtil at the time same using the XcomUtil patch listed on http://www.strategyc...combo-mod-beta/ However, everytime that I get into a tactical battle, an annoying message shows up that looks like this But the weird thing is that the game proceeds to load the tactical battle even after this application failure. Does anyone know how I can fix this, or even if it needs to be fixed? I'd really appreciate the help.
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