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Shortstop4313

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Everything posted by Shortstop4313

  1. That's good enough, Mr. Bloke. At least I know where to look now. I've used X-com util in the past, so that makes perfect sense. I appreciate pointing me in the right direction. If I happen to find the offset, I'll pass along info about what I changed and what the bits around it looked like.
  2. Hello Everyone, Using the handy-dandy executable worksheet, and modifying it for the Windows version with the broke out 'Tactical.exe' I've been doing a lot of work to make HWP a lot more scary for both the Human and the Alien side. I felt this needed to be done, especially with the Reapers, since they are so laughable to fight. They are all but worthless, even on the higher levels of difficulty. However, I've run into a small issue: Ammo for the cannon tank. Does anyone know where the damage and number of shots is stored? I've edited the turret in the Ufo Defense.Exe to change the values, but I'm having problems changing the damage and the number of shots. 1) I can't find the number of shots for ammo reliably. It's not in Obdata.dat and I can't seem to find it (searching for just '1e' is like trying to sort hay) in the two EXEs. 2) Changing the damage in the UFO Defense.EXE does not change the damage in the game, seemingly. Testing with Tactical.exe now. Can anyone HBO?
  3. What hex editor do you suggest? Also, doesn't using xcomutil jack up all the offsets? Disregard, I forgot that it does break it all out. Some of it is out in Tactical.exe and other places. Tremendous work, this will make working on mods so much easier now.
  4. Weird, my hex editor wasn't finding it. Or maybe Xcomutil already changed them a bit? I'll go to the bit location, Thanks for the info!
  5. Another interesting question to try to deduce the answer for... Does crouching actually reduce your chance of getting hit?
  6. Odd, didn't find a damn thing, either in 16 bit or 8 bit lengths... I'm mostly messing with the DOS version for now. Maybe I need a new hex editor?
  7. Great reading here, guys... Very interesting reverse engineering.
  8. 000004003C003C002100000000005A00500000 So that's what it'd be in Hex? With the italiced 00 being those spacer 00. Thanks for the tip, and exactly what I needed. Hmm, in tactical.exe, right?
  9. In an further attempt to bring usefulness to things in X-Com UFO, I've decided to turn my attention to the Cannon HWP. However, now I'm staring in completely bafflement as to where it stores the stats for the tanks. I need to get to the weapon stats most of all. Anyone know which EXE is it buried in?
  10. Thanks for the good word. I just generally shared the mod because maybe other would have been interested. Yeah, I never got around to making a graphic pack for my mod mostly because my pixel art (and art skills in general) suck. So I'm a bit confused as to what exactly you are asking.
  11. Ahem, *Embarrassment* for my version linked below: Weapon | Auto | Snap | Aimed | Mag | Type Damage -------------------------+-------+-------+--------+-----|-------------- Machine Pistol (PISTOL) | 17/15 | 50/13 | 80/40 | 24 | AP 25 Assault Rifle (Rifle) | 40/22 | 60/25 | 110/50 | 30 | AP 45 Sniper Rifle (HVY CANNON)| --- | 50/33 | 150/80 | 10 | AP 65 -Launched HE 'Grenade' | | | | | HE 80 -Launched I 'Grenade' | | | | | I 75 SAW (Autocannon) | 30/13 | 50/33 | 85/65 | 50 | AP 45 -Launched HE 'Grenade' | | | | | HE 80 -Launched I 'Grenade' | | | | | I 75 Rocket Launcher | --- | 40/35 | 125/75 | 1 | -Sabot Shell | | | | | AP 150 -High Explosive Rocket | | | | | HE 150 -Incendiary Rocket | | | | | I 120 Frag. Grenade (Grenade) | --- | --- | --- | N/A | HE 75 High Explosive | --- | --- | --- | N/A | HE 150 -------------------------+-------+-------+--------+-------------- Laser Pistol | 40/28 | 50/16 | 70/45 | N/A | LA 45 Laser Rifle | 45/30 | 50/25 | 100/55 | N/A | LA 60 Sniper Laser (HVY LASER) | --- | 50/33 | 130/85 | N/A | LA 90 -------------------------+-------+-------+--------+-------------- Plasma Pistol | 35/33 | 55/20 | 75/45 | 20 | PL 65 Plasma Rifle | 37/35 | 55/25 | 105/55 | 25 | PL 80 Heavy Plasma | 40/40 | 50/30 | 90/65 | 20 | PL 110 (SAW = Squad Automatic Weapon... Or what we call a light machinegun. High Rate of fire, same round as the Assault Rifle)
  12. Tryin to confuse ol' Zombie by switching the link? I figured it out though, and v2.1 can be found here. - Zombie Confusing myself, it seems.. Sometimes my copy-pasting skills lack. Thanks for putting it up, just tremendous, you guys are great!
  13. Unfortunately not. We would need to remove the old download and add another one. The file software is messed up in that respect. Give us a link to your updated mod and we'll add it in for you. - Zombie Eh, no big deal. Latest file up at: shortstop4313/FileManager/X-Com-313-V2.1.zip Thanks. (Edit: Just had a cyberdisk take a sabot shot right in the face and survive! That should be pretty much expected since they have AP resistance... but that was surprising!)
  14. Hmm. 250 AP? That would allow you to blow holes in ufo walls in a totally risk-free way, from the beginning. That's unfair to the poor aliens, IMO. Just imagine what evil you can get up to with this and some proximity grenades. 130 AP would still be impressive, and is the highest you can go and still be sure of having UFO outer hulls resist it. I was under the impression that the damage limit you need to break through UFO walls guarranteed was 300, IE: a blaster bomb? Yeah, I just tested the sabot and it chopped right through the wall of the UFO. While I might argue that the APFSD could be able to punch through even an alien alloy, for balance, it needs to be changed. What damage does it take to get through a UFO outer-hull? Edit: I keep forgetting there is a wiki now, I last worked on this way back when... I see I have to adjust the damage Changed the damage to 150 AP. A small chance to chop through outside UFO walls, and still will be able to put down Genius+ chrysalids and most other terrorist units with a single shot. Since the rocket launcher isn't full auto or even capable of really doing multiple shots efficiently, I feel this is enough. Hmm, now I need to adjust the uploaded file, is there a way to update previous uploads.
  15. Hey everyone, after discussing on here, I decided to make some more changes to my mod and post it up for your enjoyment or flaming. -- X-Com Ufo Defense Patch -- 313 Equal Terms Modification. by Shortstop4313 and Ickschuss. Created May 2000. Updated December 2006. To add the patch, unzip the X-com313.zip to your Ufo defense directory and answer yes to the overwrites. It will replace some files and add the new weapons and accompaning proper ufopedia entries. The concept of this modification is to make some unused weapons useful again and to convert certain weapons to a real life equivilent, ie: weapons NATO would be using against these UFO attacks, from a standard 5.56 Assault Rifle, to a Squad Automatic Weapon, to a PSG-1 7.62 Nato Match grade Sniper rifle. It also increases some explosive damages and tweaks the other damages, accuracies and fire rates for the other weapons to create some sort of game balance. 1) Powder Weapons: While lacking the punch of Plasma and Laser weapons, the compensate for this by having the fastest fire rates in the game. Simply, they fire more snap and auto shots per movement turn than the other weapons. This is especially true for the Squad Automatic Weapon (SAW Machingun). 1a) Due to the change of the Autocannon to Saw, and Heavy Cannon to Sniper rifle, the HE and I rounds for both are now converted to single-shot rifle-launched muzzle-attached grenades. The unloading of the AP rounds similates the single Blank round that is needed to be loaded into the weapon. 2) Laser Weapons: Not quite as accurate as some of the powder weapons on Aimed shots due to poor Ergonomics of the sight rails, their accuracy under the auto shot modes is exceptional and damage yields are higher than the powder weapons. Also the lack of ammo carried makes them great for longer battles. 3) Plasma Weapon: The pistol is slightly more potent than before and the Heavy Plasma is a bit weaker (97% of the old damage), they still are the most damaging weapons in the game. However, I changed the accuracies, Ammo amounts and fire rates to balance the three different plasmas. So that Heavy Plasma isn't 'The only gun you'll need to carry'. For those using the Soldier.dat file, just move that to your save game file. It's best to do this right at the start of the game. Start a new Game. Then head to the 'Sell' menu and sell off 10 of your Scientists. This will make room for the 32 characters incoming and not cause strange errors. Then save it, remember the save game number, then rename the 2006soldier.dat to soldier.dat and move it to "game_#" directory, the # being the number of the save game in question. Override. Changelog: Version 2.1 - December 2006 - Changed Sabot round to 150 damage, little chance to penetrating outside UFO walls at suggestion of Knan from Strategycore.co.uk forums. Version 2.0 - December 2006 - Changed machine pistol caliber from .45 ACP AP to H&K 4.6x30mm PDW AP round. Decreased Damage by 10, Increased clip size to 24 and raised rate of fire. - Changed 5.56x45mm round. Decreased damage by 5, tweaked rate of fire and decreased accuracy. - Changed 7.65x51mm round. Decreased damage by 10. - Changed Small Rocket to Sabot. Changed damage to 250, set damage type to AP. Concept: Replaced smaller useless rocket with a armour-piercing fin-stabilized discarding sabot type round. - Changed Laser and Plasma Weapons for balance and to match core concepts. - Updated Soldier.dat for personal use. :P Plans: - To find and remove the tag from the autocannon which makes the shots extra random in direction and apply it to the machine pistol. - Allow the SAW grenades to be launched from the Assault Rifle as well. - Edit Small Radar to be more effective. Hope everyone enjoys it. http://www.mediamax.com/shortstop4313/Host...om-313-V2.1.zip http://www.strategycore.co.uk/files/?dlid=477
  16. Okay, after fooling around with some values, I haven't figured out what determines the 'standing in fire' damage... Searched for 010C (01-12), and replaced them to no effect (except for a non-playable once)... I wonder if maybe the damage value is stored in the 'terrain' info because it seems that the terrain determines the damage? I had a poor loadout, so I forgot to bring the autocannons with incend rounds so I can try to figure out where the 5-10 damage for direct impacts are at. Gonna try to see about the direct incendiary damage next.
  17. Usually such ranges are stored just in plain Hex somewhere, it's just a matter of figuring out where. I'm gonna mess with it all tomorrow, crank my dos xcom back to base install, give someone on the first mission a psi amp and then autocannons and incend ammo. Gonna see what can be done.
  18. Okay, I got two things to search for now! I really was just wondering. 050A and 010C, a looking I will go! I have both versions, so I'll be looking in tactical. I just need to create a save game with a disarmed floater, and a bunch of guys with incendiary rounds so I can test out a few things.
  19. Okay, after a quick search of the forums, It seems this answer hasn't been posted yet. Since the Fire Damage number seems to only control the size of the fire created, is there a way to adjust that 5-10 damage that impact does, then the 1-12 damage you take for standing in the fire and the 5-10 for being on fire? What file would we start looking for that in? Then, what would be a good proposed amount of damage for the fire?
  20. I hate to pimp my own work, but I already worked something similar. Was kinda based around the ideas from a pen and paper RPG, where while the powder weapons are relatively weak, it's hard to beat their rate of fire. Changed the Pistol to a .45 caliber machine pistol with 15 rounds (probably should be at 12 rounds)... Increased damage a bit... The hit % for the autofire is around 15% or so, so like a real machine pistol, you are best off using it in close quarters. Can be very handy in UFO corridors. Was thinking of changing the theoretical round to the 5.7mm or the 4.6mm PDW round and reducing damage to 30 instead of 35 and increasing the mag size to 20, maybe even 24. The assault rifle is at 50 damage (5.56mm)... (probably gonna change it to 45). Good rate of fire and good accuracy. The autocannon is a Squad Automatic Weapon now... Same damage as the rifle, since it's same 5.56 round, but has an insane rate of fire. The Heavy Cannon is a Sniper Rifle now... I'm gonna retweak things again, I think... But I'm more interested in tweaking the radar right now... Haha.
  21. Haha, thanks for the warm welcome back, NKF and Zombie.. That bit on the radar is very informative... And raises more questions than answers. Still incredibly informative. Now, I'm sure that the 450 and 600 miles is not actually the amount I should be looking for, for the range. It's most likely stored as something else. Obviously, a 3/4 ratio, but that could be anywhere. Maybe using some known location for the interceptors / skyrangers type vehicles range numbers would give us a formula to work off, because I'd imagine the radar range and the intercept vehicles would work off the same number set. I'll have to go peeking around in the exe's a bit. I figured that was where they were being stored, since I couldn't find a damn thing otherwise in the data files. Thanks for the quick responses.
  22. Hey everyone, I just got x-com dos working through DOSbox so I can play in a window and I got my modding kick back again. After making various changes to make useless devices and weapons useful again, my next target is the radar system. I was hoping to make the small radar array more useful, I'd like to either increase the 'check for ufo' rate, or the detection rate with the radar, for within the shorter range, it would be useful. If I remember correctly, all radars check once ever 10 minutes. 5% for the small, 10% large. Where can I change this?
  23. NKF/Cyrus: Ha! Thank you, that's exactly the information I was looking for, I'll see what I can do to edit the names. Next is the matter of editting the statistics, since I know that back when I played it a ton, certain names would ALWAYS come up as my good soldiers, so they have to be linked somehow.
  24. Hmm, that's unfortunate, it was one of the last steps I had to take besides graphics editting to finish my mod!
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