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sectoidmuton

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  1. I test it with 2 difficulties veteran and superhuman after 3 different games 4-5 months= no blaster launcers in game... (clean install with moks UFO_Defense_geotickfix_v2.zip i was using that exe because ufos not coming only few ufos with extender INI clock-fix and all mods off and without bug fixes what tycho mention earlier ) And after that i was testing ( i have two ufo install folders testing purposes only) for hoping some route fixes with The Combo Game Folder Patch and this happens=sectoids drop their mind probes and sometimes their weapons without any messages like a = "sectoid soldier panicked" just reporting what happens to me :/ maybe it is time to giveup and play new games
  2. Ah my fault i missed your first post link UFOextender1.30.zip sorry i have to test it now wow
  3. thank you for the bug fix info Tycho, i was using 1.30, loaded from http://www.ufopaedia...e:UFOLoader.zip and default ufo extender INI contains only these mods and look like this: (i paste it here cause of if someone want to upgrade that default ini, i just want to inform that and help ufoeu community) [Mod] Alien Inventory=0 Alien Bleeding=0 More Reaction Fire=0 Hot Grenades=0 Stunned units KIA=0 No Blaster Bomb Drift=0 More Smoke=0 Heavy Laser=0 Stun Fest=0 No Auto Wake Up=0 No Alien Freak Out Messages=0 Auto Sell=0 Start With All Missiles=0 Assign All Personnel=0 General Store Capacity=0 Rank In Inventory=0 Show Money=0 Base Building Stacking=0 Fast Base Defenses=0 UFO Responds to Interception=0 Difficulty Level of Interceptions=0 Manual Interception Fire Mode=0 True Cautious Mode=0 Crafts Always Ready=0 Retaliate Against Ground Assault=0 No Funkers=0 Bloodthirst=0 Disable Base Defenses=0 Surrender Defence Missions=0 Initial Alien Bases=0 Funding Council Income Only=0 Limited Military=0
  4. Thank you for fast answer and i am familiar with that UFOExtender.ini ( i think) and now original midi music works and that HQ4x is so so AWESOME! is this mods-section right now if i want to disable all mods? (except i want maybe that "more smoke" mod enabled if there are not overloading problems) -default UFOExtender.ini missing some so i added all what i find from your site. and here is my mod section from UFOExtender.ini= ---------------------------------------- [Mod] Know thy Enemy=0 Ablative Armor=0 Alt Weapon Loadouts=0 Weak Sectoids=0 EU2012 Items Rules=0 Zombies Will Hatch=0 Alien Inventory=0 Alien Bleeding=0 More Reaction Fire=0 Hot Grenades=0 Stunned units KIA=0 No Blaster Bomb Drift=0 More Smoke=0 Heavy Laser=0 Stun Fest=0 No Auto Wake Up=0 No Alien Freak Out Messages=0 Auto Sell=0 Start With All Missiles=0 Assign All Personnel=0 General Store Capacity=0 Rank In Inventory=0 Show Money=0 Base Building Stacking=0 Fast Base Defenses=0 Doubleclick Movement=0 TFTD Doors=0 Reorder Soldiers In Crafts=0 De-equip Crafts=0 Save Reserve Mode=0 Keep Base Navigation Modules=0 Enhanced Chryssalid EFX=0 UFO Responds to Interception=0 Difficulty Level of Interceptions=0 Manual Interception Fire Mode=0 True Cautious Mode=0 Crafts Always Ready=0 Retaliate Against Ground Assault=0 No Funkers=0 Bloodthirst=0 Disable Base Defenses=0 Surrender Defence Missions=0 Initial Alien Bases=0 Funding Council Income Only=0 Limited Military=0 ---------------------------------------------------------- if this works now you are my Commander sir (and seb too)
  5. Hi there! Extender (ufo loader) makes this ufo defense ce almost perfect thank you for this...but but but... is there any way to disable new additions: New Additions: Ablative Armor: no changes to the rules for AP weapons but armor is more effective against Explosive, Laser, and Plasma damage although these attacks quickly eat away at the armor rating. Alt Weapon Loadouts: Reduces the clips and ammo that aliens carry. Weak Sectoids: Sectoids will only carry plasma pistols or rifles and only engineers will carry blaster launchers. EU2012 Items Rules: Alien weapons have a high probability to self-destruct if their owner dies, aliens that die in explosions will have all their items destroyed, fire is highly destructive to high-tech items. Units that panic will not drop items they are holding. Zombies Will Hatch: Zombies will automatically become Chryssalids after a set number of turns. The resulting 'mature' Chryssalid will have stats adjusted by the difficulty of the game. A zombie killed by non-fire damage will hatch but the Chryssalid will be 'immature'. Fire is still the only means to keep a zombie from becoming a Chryssalid and fire damage retards their maturation. I think i'm going insane (really) because i can't find perfect version of ufoeu, dos version sux cause of difficulty bug and sometimes xcomutil wont do anything about that and there are some "wow-additions" too. How hard is fix only bugs and keep the game as original without integrate new stuff (without add option to enable/ disable addons, -like in ini "Zombies Will Hatch=1 or "Zombies WIll Hatch=0" example) to this masterpeace of game. I mean it is fun and cool test some addons and new material but i want to play and finish this game first on Superhuman difficulty without any those listed new additions. i'll quess i am not only one who ask this or i am?
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