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MarkDey

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MarkDey last won the day on March 29 2021

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    Male
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    X-Com Apocalypse, turn-based with pause

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  1. I actually haven't tried it in full yet, but one thing that I thought was a little too much for me was how armor would be destroyed. I do like the idea about aliens attacking the city from day 1 though. It seems like it would have an effect on limiting X-COM advancement as the score would be kept low due to city damage. Attacking buildings with probes and scouts doesn't seem to work very well though, since the defenders of the building under attack can usually eliminate them. However, this, among other things on this forum, has inspired me to start working on a new map. With luck, I'll stay interested and will finish it within a month or so.
  2. Thanks for the reply. I noticed that thread with the problem you mentioned, but since I play in real-time mode (heresy, I know ) it fortunately hasn't ruined any games for me. With luck and some time, I'll be able to modify apoc'd to give a human readable export on what the normal and modified .exe files look like. That'll make it easier for me to assess exactly what has changed with the many different mods that are out there. I still need to think through the changes in this mod where the toxiguns and tech tree has been altered enough to change the mid to end game play. I do like the intent of the changes, where it makes the game enjoyable until the end instead of getting to the point where nearly every encounter is a push-over.
  3. MarkDey

    Apoc'd

    And now for a question. Is there an easy way to determine the differences between two TACP.EXE or UFO2P.EXE files such that it's easily understandable what was modified? I'm sure that a hex diff is possible, but that's not very human readable. I can use apoc'd to look at specific things, but is there a way to get an export of all of the information that apoc'd can show me? Even just a dump to a text file in a consistent format would be useful since I can then run ExamDiff or something similar to look at what was altered.
  4. This looks interesting. I was never really sure if the shield-piercing toxiguns were intended or not, but it did make me wonder. Have you done anything with this recently, or played v0.91 a few times to get some sense of how the changes went?
  5. I've figured this out by playing with apatcher and apoc_d so don't worry about answering this. I notice there aren't really other alternate maps that have been created. I think that the five that exist with the game are ok, especially if you start mixing and matching them to suit the difficulty you want to play at. I wonder if it's worth me creating another map since there are -none- that I've found elsewhere.
  6. MarkDey

    Apoc'd

    New user to this forum, but I just wanted to give my thanks for j'ordos and others who have made these X-Com Apocalypse modding tools available. It is such a great asset to breathe life into a game I still enjoy after over a decade of on and off play.
  7. I stumbled upon this as I recently fired up X-Com Apocalypse again, and while some parts of the mod aren't for me, some parts I find rather interesting. I especially like the change in the alien's strategic approach, starting with attack fleets, and then switching to infiltration. How did you do that?
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