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  1. j'ordos

    Apoc'd

    An all-in editor for X-Com Apocalypse: edits stats, savegames and more. (not maps though) Download: http://www.strategycore.co.uk/files/index.php?dlid=642
    1 point
  2. 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.
    1 point
  3. j'ordos

    Apoc'd

    I checked it and you're right, only three weapons are possible, both for the player's ships as those controlled by the AI.
    1 point
  4. j'ordos

    Apoc'd

    Thanks karadoc, I'll add those to apoc'd. You may be right, I never checked if damaged armor had to be repaired or not - just assumed so .Let me know if armor effectiveness drops vs weapons fire & explosions if the remaining durability is low.
    1 point
  5. karadoc

    Apoc'd

    I don't think you're right about the armour. In apoc'd, if I select 'Edit Battlescape' -> 'Agent Equipment 2', and change the 'armor rating' of, say, the megapol helmet to be 150 - then in the cityscape it will only say '150', but in any tactical mission it will be 44/150. Incidentally, the hunch was that 'unknown 2' for armour might be a brain-sucker resistance thing - because I know from experience that x-com armour gives better protection against brainsuckers, and that's the only one with non-zero for that unknown... But it didn't seem to make any difference when I set it to something very high. Furthermore, I when I tested the effect of the 'armor rating' I found that helmets with high armour rating give protection against brainsuckers. So that's that. The results of these brainsucker tests are actually very relevant to the discussion about armour durability. In the brainsucker tests, only the second armour number was set high. ie. agents wearing a helmet with a rating of 44/150 always successfully resisted brainsuckers. With that in mind, I reckon that if I set the armour to be 4/80, or something like that, the result would be armour which offered excellent protection but was easy to break. (It would certainly offer excellent protection against brainsuckers, but I haven't tested it for other damage types.) Anyway, I now have no idea what 'Unknown 2' for armour might be. For weapons, I wonder if one or more of the unknowns might be related to how the AI handles the weapon... eg, so that they don't try to fire a heavy launcher at something standing right in front of them... but on the other hand, the AI sometimes does make blunders like that. -- I don't intend to do any more testing on that in the near future, but if I work something out I'll let you know.
    1 point
  6. karadoc

    Apoc'd

    @jos, I don't really know much about that stuff either, but I suspect that you might be able to decrease the durability of the armour directly. In apoc'd, armour has 2 'strength' values in different places. Notice that when you're in-game, if you point to your armour it will say something like "protection: 32/32", well each of those '32s' correspond to a number in apoc'd. ie. you can change them independently. Now, I'm not certain about this, but I have a hunch that the first number corresponds to how close the armour is to breaking, whereas the second corresponds to how much protection the armour gives to its wearer. -- You could try setting the first number to something low so that the armour breaks quickly. But you should test it to make sure it doesn't actually decrease the protection of the armour! (If those numbers are "current protection" and "maximum protection", then you may just end up with weaker armour...) @j'ordos, You're right about the names of the weapon damage types. My guess is that the icons are probably in a similar list somewhere, but of course it will be much harder to find the list of icons because they won't be human-readable. And it might be a direct list of bitmap images, or a list of file names, or a list of icon indices or something... I guess I'll just give up on that particular thing for the time being. .. and also, the thing I said I was trying to find out... it didn't work. I had a hunch about what one of the equipment unknowns was, but I now think I was wrong. [edit] In the save game editor of apoc'd, some of the agent names have random characters at the end which don't appear in-game. By looking at the hex I can see that apoc'd is displaying all characters even after the '\0' which marks the end of the name.
    1 point
  7. j'ordos

    Apoc'd

    Ooh, new replies Don't really know anything about how armor&damage modifiers work for xcom troops unfortunately. About the damage types in the battlescape, AFAIK that's hardcoded. There's a string list in TACP.EXE for damage modifier types, I think it just follows the internal ordering of the weapons, so there's no 'unknown variable' somewhere that can be edited. The only way to fix it is to open TACP.EXE with a hex editor, search for hot plasma and edit it yourself. Remember that you may not exceed the length of the original text! Unfortunately there's no way to export such an edit using apoc'd yet. I don't know anything about the damage type icon. Thanks for the info on the unknowns, I've been working on apoc'd and my other xcom apoc stuff again some time ago. I actually have a new version ready, but it just adds support for another spanish version of xcom apoc. I'll try to finish it up. There's no really good way to integrate apatcher into apoc'd I can see, apoc'd edits data structures whereas apatcher patches the game's code. Can't really use the existing apoc'd UI for that.
    1 point
  8. karadoc

    Apoc'd

    J'ordos! I've just noticed that the latest version of apoc'd has the feature that I've been watching for... as long as I remember: I can now choose which damage types will ignore disruptor shields! I'm pretty happy about that. I'm going to start testing and rebalancing a new & improved version of my mod. It's still just going to be a balance mod, but I've got a few ideas. One minor question: suppose I want to repurpose one of the existing damage types. For example, I might choose to rename the "dimension destabiliser" to, say "direct plasma" and then make it ignore disruptor shields, and let power swords use that damage type. There's a slight problem: the Battlescape icon for that damage type is a question mark. Is there any way to change that icon? Also, for the plasma sword, no matter what I set the damage type to the mouseover text always says "Hot plasma". I suppose that's hardcorded or something? I'm not sure. -- If I work something out I'll let you know; but I can't see any 'unknowns' which could be used for the damage type icon or mouse-over description. - Here's a little bit of info for the savegame editor. Savegame -> Battlescape -> units: Unknown 17 = Days of service Unknown 18 = Total number of kills Unknown 19 = Number of missions Unknown 20 affects how many medals the agent has, but I don't know exactly how it works. (bigger score -> more medals, but that's all I can say.) That's all I've got for now, but I'm currently trying to work something out, so I might have some more info shortly. By the way, why is 'Apatcher' a separate tool? Can't that functionality be included in apoc'd?
    1 point
  9. j'ordos

    Apoc'd

    Hey jos, I'm still around, though it's been quite some time since I last worked on apoc'd or disassembling apocalypse! Regarding a) I suppose editing the damage modifiers for incendiary should work, assuming fire uses that damage type at least, don't think that's ever been tested. b) sounds like something that won't work without editing the code, kind of like my attempts to edit the brainsucker launcher to fire grenades instead. c) again could work, if the fire uses incendiary damage type Sorry I can't give any real help here, it's been a while
    1 point
  10. jos

    Apoc'd

    Hey J'ordos. Would it be at all possible to change the characteristics of fire using Apoc'd? I would love to be able to mod either of the following: a) make fire do more damage to creatures that are set on fire. As it is, soldiers on fire take almost no damage due to their armour. Possibly there's a way to make the armour less resistant to fire? b) I experimented using Apoc'd to try to give the incediary grenade the 'damage type' of the entropy ammo. So the effect would be that creatures in the blast radius would have armour burned off by the fire. But no joy. It seems to mess up the explosion graphic and the game effect. Do you think it's possible? c) make fire spread faster. Could this be done by tweaking the terrain's vulnerbility to fire? Thanks for APoc'd! It's awesome.
    1 point
  11. j'ordos

    Apoc'd

    A new version of apoc'd is now available from the files section which should properly swap agents around. It also adds the built in equipment sets used by aliens without an inventory such as spitters or megaspawn. Also be sure check out the new version of roadwar. It allows you to disable stun raiding, force guards to be present during investigations and increase the limit on guards present during battle (though you'll need apoc'd to actually increase the numbers). You could say it got a little sidetracked. (couldn't resist)
    1 point
  12. j'ordos

    Apoc'd

    Just for that, I figured out a way to edit cityscape maps for you It's actually still in the game. well I'll just copy the post I made about it over at xcomufo: it also allows you to edit tile properties (same as the one in my editor but WITH graphics and a few more of the unknown values explained. Looks like there actually is both constitution AND strength), buildings (owner+type) and then there's an agent face editor and organization editor which both look for files that are not there so are probably not that useful.
    1 point
  13. Hobbes

    Apoc'd

    *positive comment *more than positive comment *extremely positive comment *mega positive comment *ultra positive comment *giga positive comment *tetra positive comment *additional positive comment *exceptional positive comment *vertical positive comment *awesome positive comment enough?
    1 point
  14. j'ordos

    Apoc'd

    Thanks, I'm fine with just positive comments instead of donations (for now ) I'm afraid turning the wolfhound into a flying truck is impossible though, there's a separate set of images for ground and flying vehicles. So you can turn it into a flying unit but you'll have to use one of the existing flying vehicles as a graphic.
    1 point
  15. j'ordos

    Apoc'd

    And v3.00a version of apoc'd is finally out! Get it from the files section
    1 point
  16. j'ordos

    Apoc'd

    Updated the beta in the previous post to include import&export functions. Users upgrading from a previous apoc'd version should also download migrate.rar. Extract this to your apoc base folder and run migrate.bat to copy over your old backups to their new intended spot, so apoc'd won't create new backups from your modded files. The batch file offers to delete the old backups afterwards, but this is not recommended until the new backup system has proven it's worth.
    1 point
  17. j'ordos

    Apoc'd

    Well, according to apoc'd the DD has the normal Disruptor Beam damage type. I would think armor/alien resistance would be set per damage type, not per weapon, but who knows Try changing the 'Ammo types used' field in the agent equipment data 2 (1/X) section to the ones the disruptor or devastator guns use. If that doesn't work either you should compare the unknown fields of the DD with the devastator and disruptor... Perhaps there's still something there. If that still doesn't work, well... There's still plenty of stuff missing, I'm afraid you'd have to wait until someone finds out. edit: are you sure the DD damages objects, it doesn't seem to do that here... What have you changed so far?
    1 point
  18. j'ordos

    Apoc'd

    Thanks for updating, but the pictures and dowload link don't seem to work for me, the pictures give me a 404 error, and the link to xcomufo gives me a 'Sorry, some required files are missing, if you intended to view a topic, it's possible that it's been moved or deleted. Please go back and try again.' . I recently tried the uploading thingy myself again, as I read all the categories were now selectable by everyone, but I still couldn't.... Oh well, doesn't matter, I'll probably release another version soon anyway.
    1 point
  19. j'ordos

    Apoc'd

    I tried the file upload function for the latest versions (if it worked, don't bother accepting version 1.20 ), I hope I filled in every field correctly, couldn't seem to select a lot of categories, so I just picked 'tools' under 'hammer&sickle', whatever that is .
    1 point
  20. j'ordos

    Apoc'd

    Yeah well, I figured I'd first try to make sure there are no serious bugs left, some sort of pre-release if you will, but I guess it doesn't matter. Thanks!
    1 point
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