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Kret

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Everything posted by Kret

  1. Explosive chain reactions being one of my favourite "Fun things to do in Apoc"
  2. The following has been extrated from the equipment.txt file contained in gamedata.vfs However, it doesn't seem to state what unit can wear what armour in this file, this is in another file that you can see further down. ;---------------------------------------------------- ;15 SubItemTemplate RECORD id INT 15 ismanufacturable BOOL F g_modelid STR "" g_ifacemodelid STR "Interface/Models/Items/r_rebels_no-armour.txt" startquantity INT 7 weight FLT 4 ifacepriority INT 22 equipifacecategoryid INT 611 isvisible BOOL T allowentityid STR "NoneEntity" equiphandlinggroupIndex INT 1 typeIndex INT 1 ;#################################################### name STR "ReticulanPyjamas" ;#################################################### ;weapon PTR 0 ;ammo PTR 0 ;armour PTR 1 Armour Armour RECORD maxhostility INT 15 selfrepaircoef INT 99 showstatisticsid STR "T_ReticulanAutopsy" iswithhead BOOL F permanenteffectIndex INT 466 headslotIndex INT 0 handslotIndex INT 0 additionalslotIndex INT 0 ListOfProtection ARRAY 11 ;"None" FLT 0 ;"Projectile" FLT 0 ;"Fire" FLT 0 ;"Cut" FLT 0 ;"EM" FLT 0.9 ;"Psi" FLT 0 ;"Explosion" FLT 0 ;"Laser" FLT 0.5 ;"OrganicHeal" FLT 0 ;"InorganicHeal" FLT 1 ;"ArmourRepair" FLT 1 END_OF_ListOfProtection ListOfArmourNormalSlot ARRAY 5 SubArmourNormalSlot RECORD normalSlotIndex INT 0; "MainHand" count INT 1 END_OF_SubArmourNormalSlot SubArmourNormalSlot RECORD normalSlotIndex INT 1; "OffHand" count INT 1 END_OF_SubArmourNormalSlot SubArmourNormalSlot RECORD normalSlotIndex INT 2; "DoubleHand" count INT 1 END_OF_SubArmourNormalSlot SubArmourNormalSlot RECORD normalSlotIndex INT 4; "Bag2x4" count INT 1 END_OF_SubArmourNormalSlot SubArmourNormalSlot RECORD normalSlotIndex INT 19; "Bag4x2" count INT 1 END_OF_SubArmourNormalSlot END_OF_ListOfArmourNormalSlot END_OF_Armour ;addon PTR 0 ;robotic PTR 0 ;corpse PTR 0 ;manufacturable PTR 0 END_OF_SubItemTemplate ;---------------------------------------------------- ;16 SubItemTemplate RECORD id INT 16 ismanufacturable BOOL F g_modelid STR "" g_ifacemodelid STR "Interface/Models/Items/r_rebels-heavy-armour.txt" startquantity INT 0 weight FLT 15 ifacepriority INT 3 equipifacecategoryid INT 522 isvisible BOOL T allowentityid STR "NoneEntity" equiphandlinggroupIndex INT 1 typeIndex INT 1 ;#################################################### name STR "ReticulanArmour" ;#################################################### ;weapon PTR 0 ;ammo PTR 0 ;armour PTR 1 Armour Armour RECORD maxhostility INT 15 selfrepaircoef INT 99 showstatisticsid STR "T_ReticulanAutopsy" iswithhead BOOL F permanenteffectIndex INT 299 headslotIndex INT 0 handslotIndex INT 0 additionalslotIndex INT 0 ListOfProtection ARRAY 11 ;"None" FLT 0 ;"Projectile" FLT 0.4 ;"Fire" FLT 0.2 ;"Cut" FLT 0.4 ;"EM" FLT 0.95 ;"Psi" FLT 0.3 ;"Explosion" FLT 0.15 ;"Laser" FLT 0.85 ;"OrganicHeal" FLT 0 ;"InorganicHeal" FLT 1 ;"ArmourRepair" FLT 1 END_OF_ListOfProtection ListOfArmourNormalSlot ARRAY 5 SubArmourNormalSlot RECORD normalSlotIndex INT 0; "MainHand" count INT 1 END_OF_SubArmourNormalSlot SubArmourNormalSlot RECORD normalSlotIndex INT 1; "OffHand" count INT 1 END_OF_SubArmourNormalSlot SubArmourNormalSlot RECORD normalSlotIndex INT 2; "DoubleHand" count INT 1 END_OF_SubArmourNormalSlot SubArmourNormalSlot RECORD normalSlotIndex INT 4; "Bag2x4" count INT 1 END_OF_SubArmourNormalSlot SubArmourNormalSlot RECORD normalSlotIndex INT 6; "Bag4x4" count INT 1 END_OF_SubArmourNormalSlot END_OF_ListOfArmourNormalSlot END_OF_Armour ;addon PTR 0 ;robotic PTR 0 ;corpse PTR 0 ;manufacturable PTR 0 END_OF_SubItemTemplate ;---------------------------------------------------- ;17 SubItemTemplate RECORD id INT 17 ismanufacturable BOOL F g_modelid STR "" g_ifacemodelid STR "Interface/Models/Items/r_no-armour.txt" startquantity INT 7 weight FLT 5 ifacepriority INT 18 equipifacecategoryid INT 611 isvisible BOOL T allowentityid STR "NoneEntity" equiphandlinggroupIndex INT 1 typeIndex INT 1 ;#################################################### name STR "ReticulanExpPyjamas" ;#################################################### ;weapon PTR 0 ;ammo PTR 0 ;armour PTR 1 Armour Armour RECORD maxhostility INT 15 selfrepaircoef INT 99 showstatisticsid STR "ExpeditionSoldierCaptive" iswithhead BOOL F permanenteffectIndex INT 466 headslotIndex INT 0 handslotIndex INT 0 additionalslotIndex INT 0 ListOfProtection ARRAY 11 ;"None" FLT 0 ;"Projectile" FLT 0.1 ;"Fire" FLT 0.1 ;"Cut" FLT 0.1 ;"EM" FLT 0.9 ;"Psi" FLT 0.1 ;"Explosion" FLT 0.1 ;"Laser" FLT 0.85 ;"OrganicHeal" FLT 0 ;"InorganicHeal" FLT 1 ;"ArmourRepair" FLT 1 END_OF_ListOfProtection ListOfArmourNormalSlot ARRAY 5 SubArmourNormalSlot RECORD normalSlotIndex INT 0; "MainHand" count INT 1 END_OF_SubArmourNormalSlot SubArmourNormalSlot RECORD normalSlotIndex INT 1; "OffHand" count INT 1 END_OF_SubArmourNormalSlot SubArmourNormalSlot RECORD normalSlotIndex INT 2; "DoubleHand" count INT 1 END_OF_SubArmourNormalSlot SubArmourNormalSlot RECORD normalSlotIndex INT 4; "Bag2x4" count INT 1 END_OF_SubArmourNormalSlot SubArmourNormalSlot RECORD normalSlotIndex INT 19; "Bag4x2" count INT 1 END_OF_SubArmourNormalSlot END_OF_ListOfArmourNormalSlot END_OF_Armour ;addon PTR 0 ;robotic PTR 0 ;corpse PTR 0 ;manufacturable PTR 0 END_OF_SubItemTemplate ;---------------------------------------------------- ;18 SubItemTemplate RECORD id INT 18 ismanufacturable BOOL F g_modelid STR "" g_ifacemodelid STR "Interface/Models/Items/r_expedition-heavy-armour.txt" startquantity INT 0 weight FLT 15 ifacepriority INT 2 equipifacecategoryid INT 522 isvisible BOOL T allowentityid STR "NoneEntity" equiphandlinggroupIndex INT 1 typeIndex INT 1 ;#################################################### name STR "ReticulanExpArmour" ;#################################################### ;weapon PTR 0 ;ammo PTR 0 ;armour PTR 1 Armour Armour RECORD maxhostility INT 15 selfrepaircoef INT 99 showstatisticsid STR "ExpeditionSoldierCaptive" iswithhead BOOL F permanenteffectIndex INT 299 headslotIndex INT 0 handslotIndex INT 0 additionalslotIndex INT 0 ListOfProtection ARRAY 11 ;"None" FLT 0 ;"Projectile" FLT 0.55 ;"Fire" FLT 0.5 ;"Cut" FLT 0.5 ;"EM" FLT 0.95 ;"Psi" FLT 0.6 ;"Explosion" FLT 0.15 ;"Laser" FLT 0.9 ;"OrganicHeal" FLT 0 ;"InorganicHeal" FLT 1 ;"ArmourRepair" FLT 1 END_OF_ListOfProtection ListOfArmourNormalSlot ARRAY 5 SubArmourNormalSlot RECORD normalSlotIndex INT 0; "MainHand" count INT 1 END_OF_SubArmourNormalSlot SubArmourNormalSlot RECORD normalSlotIndex INT 1; "OffHand" count INT 1 END_OF_SubArmourNormalSlot SubArmourNormalSlot RECORD normalSlotIndex INT 2; "DoubleHand" count INT 1 END_OF_SubArmourNormalSlot SubArmourNormalSlot RECORD normalSlotIndex INT 6; "Bag4x4" count INT 1 END_OF_SubArmourNormalSlot SubArmourNormalSlot RECORD normalSlotIndex INT 14; "Bag4x4a" count INT 1 END_OF_SubArmourNormalSlot END_OF_ListOfArmourNormalSlot END_OF_Armour ;addon PTR 0 ;robotic PTR 0 ;corpse PTR 0 ;manufacturable PTR 0 END_OF_SubItemTemplate Seems that I found where the game determines what race can wear what armour/suit in the subraces.txt file SubSubrace RECORD id INT 3 name STR "ReticulanRebel" size FLT 0.9 basehp INT 60 basespeed FLT 0.9 basefallresistence FLT 0.75 stunrecovery FLT 0.05 raceid STR "Reticulan" g_animationsid STR "Units/Anims/Reticulan/computed.txt" temprecovery FLT 0 basecapacity FLT 30 isresurrectable BOOL F baseexp FLT 0.7 canmanipulate BOOL T snipertargetIndex INT 3 SubCamera SubCamera RECORD camerafile STR "Game/Configs/Cameras/Equipment/camera_reticulan.TXT" lightfile STR "Game/Configs/Lights/Equipment/reticulanrebel.shl" END_OF_SubCamera ListOfDefaultAttribute ARRAY 5 SubDefaultAttribute RECORD attributeIndex INT 11; "RetStrength" attributevalue INT 1 END_OF_SubDefaultAttribute SubDefaultAttribute RECORD attributeIndex INT 12; "RetAgility" attributevalue INT 2 END_OF_SubDefaultAttribute SubDefaultAttribute RECORD attributeIndex INT 13; "RetDexterity" attributevalue INT 2 END_OF_SubDefaultAttribute SubDefaultAttribute RECORD attributeIndex INT 14; "RetPsi" attributevalue INT 1 END_OF_SubDefaultAttribute SubDefaultAttribute RECORD attributeIndex INT 15; "RetMental" attributevalue INT 1 END_OF_SubDefaultAttribute END_OF_ListOfDefaultAttribute ListOfArmour ARRAY 2 SubArmour RECORD armourStringId STR "ReticulanPyjamas" g_modelid STR "Units/Models/Reticulans/reticulan_rebel_basic.TXT" videodir STR "Interface\Models\Cinematics\enemy\reticulan" sounddir STR "Sound\exclam\enemy\reticulan" shapetype INT 2 s_movingid STR "" onhitmaterialid STR "Bio" corpseid STR "ReticulanCorpse" ListOfMaterialSound ARRAY 13 SubMaterialSound RECORD materialid STR "None" s_stepid STR "" s_bodyfallid STR "" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Sand" s_stepid STR "sound/movement/Plastic_Sand1.wav" s_bodyfallid STR "sound/movement/PlasticBody_Ice_Sand1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Rock" s_stepid STR "sound/movement/Plastic_Rock1.wav" s_bodyfallid STR "sound/movement/PlasticBody_Concrete_Rock1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Moss" s_stepid STR "sound/movement/Plastic_Moss1.wav" s_bodyfallid STR "sound/movement/PlasticBody_Moss1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Water" s_stepid STR "sound/movement/Plast_Water1.wav" s_bodyfallid STR "sound/movement/PlasticBody_Water1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Ice" s_stepid STR "sound/movement/Plastic_Ice1.wav" s_bodyfallid STR "sound/movement/PlasticBody_Ice_Sand1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Concrete" s_stepid STR "sound/movement/Plastic_Concrete1.wav" s_bodyfallid STR "sound/movement/PlasticBody_Concrete_Rock1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Metal" s_stepid STR "sound/movement/Plastic_Metal1.wav" s_bodyfallid STR "sound/movement/PlasticBody_Metal1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Plastic" s_stepid STR "sound/movement/Plastic_Plastic1.wav" s_bodyfallid STR "sound/movement/PlasticBody_plastic1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Glass" s_stepid STR "sound/movement/Plastic_Glass1.wav" s_bodyfallid STR "sound/movement/PlasticBody_Glass1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Wood" s_stepid STR "" s_bodyfallid STR "" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Bio" s_stepid STR "sound/movement/Plastic_Plastic1.wav" s_bodyfallid STR "sound/movement/PlasticBody_plastic1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "ForceShield" s_stepid STR "" s_bodyfallid STR "" END_OF_SubMaterialSound END_OF_ListOfMaterialSound END_OF_SubArmour SubArmour RECORD armourStringId STR "ReticulanArmour" g_modelid STR "Units/Models/Reticulans/reticulan_rebel_battle.TXT" videodir STR "Interface\Models\Cinematics\enemy\reticulan" sounddir STR "Sound\exclam\enemy\reticulan" shapetype INT 2 s_movingid STR "sound/body/PowerFieldSoft1.wav" onhitmaterialid STR "Bio" corpseid STR "ReticulanCorpse" ListOfMaterialSound ARRAY 13 SubMaterialSound RECORD materialid STR "None" s_stepid STR "" s_bodyfallid STR "" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Sand" s_stepid STR "sound/movement/Bio_Sand1.wav" s_bodyfallid STR "sound/movement/Body_Soft_Grit_SandIce1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Rock" s_stepid STR "sound/movement/Bio_Rock1.wav" s_bodyfallid STR "sound/movement/Body_Soft_Concrete_rock1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Moss" s_stepid STR "sound/movement/Bio_Moss1.wav" s_bodyfallid STR "sound/movement/Body_Soft_Grass_Moss1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Water" s_stepid STR "sound/movement/Bio_Water1.wav" s_bodyfallid STR "sound/movement/Body_Soft_Water1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Ice" s_stepid STR "sound/movement/Bio_Ice1.wav" s_bodyfallid STR "sound/movement/Body_Soft_Grit_SandIce1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Concrete" s_stepid STR "sound/movement/Bio_Concrete1.wav" s_bodyfallid STR "sound/movement/Body_Soft_Concrete_rock1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Metal" s_stepid STR "sound/movement/Bio_Metal1.wav" s_bodyfallid STR "sound/movement/Body_Soft_Metal1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Plastic" s_stepid STR "sound/movement/Bio_Plastic1.wav" s_bodyfallid STR "sound/movement/Body_Soft_Loam_Plastic1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Glass" s_stepid STR "sound/movement/Bio_Glass1.wav" s_bodyfallid STR "sound/movement/bio_soft_Glass1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Wood" s_stepid STR "" s_bodyfallid STR "" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Bio" s_stepid STR "sound/movement/Bio_Plastic1.wav" s_bodyfallid STR "sound/movement/Body_Soft_Loam_Plastic1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "ForceShield" s_stepid STR "" s_bodyfallid STR "" END_OF_SubMaterialSound END_OF_ListOfMaterialSound END_OF_SubArmour END_OF_ListOfArmour END_OF_SubSubrace SubSubrace RECORD id INT 4 name STR "ReticulanOriginal" size FLT 0.9 basehp INT 60 basespeed FLT 0.9 basefallresistence FLT 0.75 stunrecovery FLT 0.05 raceid STR "Reticulan" g_animationsid STR "Units/Anims/Reticulan/computed.txt" temprecovery FLT 0 basecapacity FLT 30 isresurrectable BOOL F baseexp FLT 1.25 canmanipulate BOOL T snipertargetIndex INT 3 SubCamera SubCamera RECORD camerafile STR "Game/Configs/Cameras/Equipment/camera_reticulan.TXT" lightfile STR "Game/Configs/Lights/Equipment/reticulan.shl" END_OF_SubCamera ListOfDefaultAttribute ARRAY 5 SubDefaultAttribute RECORD attributeIndex INT 11; "RetStrength" attributevalue INT 1 END_OF_SubDefaultAttribute SubDefaultAttribute RECORD attributeIndex INT 12; "RetAgility" attributevalue INT 2 END_OF_SubDefaultAttribute SubDefaultAttribute RECORD attributeIndex INT 13; "RetDexterity" attributevalue INT 2 END_OF_SubDefaultAttribute SubDefaultAttribute RECORD attributeIndex INT 14; "RetPsi" attributevalue INT 3 END_OF_SubDefaultAttribute SubDefaultAttribute RECORD attributeIndex INT 15; "RetMental" attributevalue INT 2 END_OF_SubDefaultAttribute END_OF_ListOfDefaultAttribute ListOfArmour ARRAY 2 SubArmour RECORD armourStringId STR "ReticulanExpPyjamas" g_modelid STR "Units/Models/Reticulans/reticulan_expedition_basic.TXT" videodir STR "Interface\Models\Cinematics\enemy\reticulan" sounddir STR "Sound\exclam\enemy\reticulan" shapetype INT 2 s_movingid STR "" onhitmaterialid STR "Bio" corpseid STR "ReticulanExpeditionCorpse" ListOfMaterialSound ARRAY 13 SubMaterialSound RECORD materialid STR "None" s_stepid STR "" s_bodyfallid STR "" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Sand" s_stepid STR "sound/movement/Plastic_Sand1.wav" s_bodyfallid STR "sound/movement/PlasticBody_Ice_Sand1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Rock" s_stepid STR "sound/movement/Plastic_Rock1.wav" s_bodyfallid STR "sound/movement/PlasticBody_Concrete_Rock1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Moss" s_stepid STR "sound/movement/Plastic_Moss1.wav" s_bodyfallid STR "sound/movement/PlasticBody_Moss1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Water" s_stepid STR "sound/movement/Plast_Water1.wav" s_bodyfallid STR "sound/movement/PlasticBody_Water1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Ice" s_stepid STR "sound/movement/Plastic_Ice1.wav" s_bodyfallid STR "sound/movement/PlasticBody_Ice_Sand1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Concrete" s_stepid STR "sound/movement/Plastic_Concrete1.wav" s_bodyfallid STR "sound/movement/PlasticBody_Concrete_Rock1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Metal" s_stepid STR "sound/movement/Plastic_Metal1.wav" s_bodyfallid STR "sound/movement/PlasticBody_Metal1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Plastic" s_stepid STR "sound/movement/Plastic_Plastic1.wav" s_bodyfallid STR "sound/movement/PlasticBody_plastic1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Glass" s_stepid STR "sound/movement/Plastic_Glass1.wav" s_bodyfallid STR "sound/movement/PlasticBody_Glass1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Wood" s_stepid STR "" s_bodyfallid STR "" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Bio" s_stepid STR "sound/movement/Plastic_Plastic1.wav" s_bodyfallid STR "sound/movement/PlasticBody_plastic1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "ForceShield" s_stepid STR "" s_bodyfallid STR "" END_OF_SubMaterialSound END_OF_ListOfMaterialSound END_OF_SubArmour SubArmour RECORD armourStringId STR "ReticulanExpArmour" g_modelid STR "Units/Models/Reticulans/reticulan_expedition_battle.TXT" videodir STR "Interface\Models\Cinematics\enemy\reticulan" sounddir STR "Sound\exclam\enemy\reticulan" shapetype INT 2 s_movingid STR "sound/body/PowerFieldSoft1.wav" onhitmaterialid STR "Bio" corpseid STR "ReticulanExpeditionCorpse" ListOfMaterialSound ARRAY 13 SubMaterialSound RECORD materialid STR "None" s_stepid STR "" s_bodyfallid STR "" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Sand" s_stepid STR "sound/movement/Bio_Sand1.wav" s_bodyfallid STR "sound/movement/Body_Soft_Grit_SandIce1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Rock" s_stepid STR "sound/movement/Bio_Rock1.wav" s_bodyfallid STR "sound/movement/Body_Soft_Concrete_rock1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Moss" s_stepid STR "sound/movement/Bio_Moss1.wav" s_bodyfallid STR "sound/movement/Body_Soft_Grass_Moss1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Water" s_stepid STR "sound/movement/Bio_Water1.wav" s_bodyfallid STR "sound/movement/Body_Soft_Water1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Ice" s_stepid STR "sound/movement/Bio_Ice1.wav" s_bodyfallid STR "sound/movement/Body_Soft_Grit_SandIce1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Concrete" s_stepid STR "sound/movement/Bio_Concrete1.wav" s_bodyfallid STR "sound/movement/Body_Soft_Concrete_rock1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Metal" s_stepid STR "sound/movement/Bio_Metal1.wav" s_bodyfallid STR "sound/movement/Body_Soft_Metal1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Plastic" s_stepid STR "sound/movement/Bio_Plastic1.wav" s_bodyfallid STR "sound/movement/Body_Soft_Loam_Plastic1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Glass" s_stepid STR "sound/movement/Bio_Glass1.wav" s_bodyfallid STR "sound/movement/bio_soft_Glass1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Wood" s_stepid STR "" s_bodyfallid STR "" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "Bio" s_stepid STR "sound/movement/Bio_Plastic1.wav" s_bodyfallid STR "sound/movement/Body_Soft_Loam_Plastic1.wav" END_OF_SubMaterialSound SubMaterialSound RECORD materialid STR "ForceShield" s_stepid STR "" s_bodyfallid STR "" END_OF_SubMaterialSound END_OF_ListOfMaterialSound END_OF_SubArmour END_OF_ListOfArmour END_OF_SubSubrace
  3. Maybe it's not a matter of being able to wear them, but a matter of not wanting to wear them. Helps enphasize the unreconcilable hatred between the two factions.
  4. Something like that. Basically, the Exp Rets won't wear Rebel suits and viceversa. Also, if you check closely, the basic suit for both factions is different too, not only graphically, but the Exp basic suit as slightly better protection against some damage types.
  5. I played it, and loved it. Shame that it has very little replayability having fixed missions, but it's far from being called a puzzle game. The variaty of enemies plus the sheer number of the weaker ones make it a real challange on the higher difficulties. The weaponwry is also quite varied and you're most likely end up having each marine carrying one of the different Heavy weapons and at least one specialised in handling light weapons. For it's time, it was a great game, but never got the popularity it deserved. The credits song is quite well done BTW.
  6. Vs expedition I use the rebel rets as scouts since they can sense enemy rets psionically (must improve them in scouting tho) This allows for the rest of the troops mostly equiped with grenade launchers start spamming grenades all over the place, well all over the place where there's expedition rets. Once the expedition starts getting hurt, most of them will switch to healing their fellow injured which means they won't attack you until they're all healed. I also have the squads equiped with pistols to finish of reticulans that are stunned on the ground once I can get close enough without harm. Since I'm also having them wear Heavy Suits (medium aren't available soon enough), both the grenades and the pistols won't do much damage to others if they actually get mindcontrolled.
  7. If you upload it to SC's filesection and link it from here you won't need to split the file
  8. I think the game crashed on him
  9. Kret replied to Kret's topic in UFO: Afterlight
    Here is your answer
  10. Kret posted a topic in UFO: Afterlight
    http://img403.imageshack.us/img403/7646/sshot20070418223111wu9.th.jpghttp://img403.imageshack.us/img403/4219/sshot20070418223109oa8.th.jpghttp://img403.imageshack.us/img403/6384/sshot20070418223024iu0.th.jpghttp://img403.imageshack.us/img403/1484/sshot20070418223011wu0.th.jpghttp://img403.imageshack.us/img403/4083/sshot20070418223004vu1.th.jpg Now, can some peep out there tell what is "wrong" with these images ? And no, it's not a bug
  11. Well, since you've already attacked the Reticulan Rebels you might just as well keep your peace/alliance with the expedition. As the dialog went, you'll be needing all the firepower you can get vs the BM. Remember that reticulans aren't really front row soldiers, even worms show up with more HP than them. Always keep them hidden or at least behind your troops. Don't let them get hit by explosives, as you've seen for yourself, they drop like flies when hit by explosives. I like to focus my soldier reticulans in scouting as their psi-vision is great, particulary at night when you have no techs to make night-visors. Note that at least 2 of the types of BM are almost undetectable via psi-vision tho. And no, buildings have no maintenance whatsoever, you just need to meet the building requirements to start construction and that's it.
  12. Basically, the yellow filled resources will give you double the input than a grey(?) one when you build the mine. Reticulans have very little HP and most hits will knock them down, but they can revive eachother quickly with their psionic healing devices so finish them off once they're down. Grenades work wonders with them, specially if they're tightly packed. Beware of their psionic attacks and their rocket launcher support. In heavy suits the explosive rockets will do little damage, but in light/medium suits they will knock your troops down. Oh, and when you see a slow moving WHITE rocket, get the hell out of there ASAP. You reallly don't want to be caught nearby when that goes off.
  13. When breaking alliance you must proceed to attack a territory owned by that faction, all resource trades will be cut (fuel, mineral, chemical, etc) but items that have been exchanged will be kept. I train them in minor atheletics, but I use this more when using light/medium suits vs drones/reticulans as you can't run in heavy suits which I use for BM. In your case tho, running should help with dodging incoming BM grenades. Chiefs? They are quite nasty, not only do they have much more HP than a regular BM but they're usually equiped with really good weapons. I try to deal with their support first, they're hard enough without other BM around. Exceptions to this rule is if you've brought a rocket launcher to the mission or a warp cannon. While slow the 1st one will manage to knock down the chief and those that were too close to it and the 2nd one tends to one-shot knock-out the chiefs. Alchemists and Shamans are both hard to spot and even harder to hit than regular BM, but grenades will knock them down without much problem. You could also rush the Alchemists with Buzzsaws, but make sure they're alone. A way to prevent bombardment from Alchemists is to check if you have a platform above you, if so, you will ruin the grenades arch and they won't fire at you. BTW, BM grenades will have a hard time knocking your troops down if you're in Heavy Armor, so you should try getting the lvl 3 metals you need (4 units). BTW, since you're having trouble with ammo and weapons you should try to focus in unlocking the BM weapons. If you haven't already, do a capture mission and hope the target is a soldier, retreat if it's something else or complete it if you think you can handle them. Do the alien biology research to unlock the pathology building, do the BM autopsy to unlock the BM anatomy training for the soldier (extra damage and critical hits) then continue with the interrogation facility research and build it and finally interrogate the beast. I defenetly hope you have some of this already to cut down in time and also hope you have the required resources for them.
  14. - Have you developed the Heavy Duty suit yet? It's a complex level research and requires major suit wearing, but it's a lifesaver early on. - Have you allied with the reticulans? If so, have you traded some of your items for the psionic items? A reticulan with a psionic weapon can give great support from behind obstacles even if it's only doing stun damage. - Have you researched medicine? It unlocks the minor toughness training for soldiers which effectively doubles the HP they have and I consider it a must-have. - Even if you have the Heavy Duty suits don't become overconfident in them, keep using cover to minimize hits. - Never let them outnumber or outflack the squad, find spots that forces them to squeeze a few troops (inside structures) and watch your back. - Try to take high ground ASAP when possible. - If you find one of your troops taking too much heat, you should consider falling back to a better postion. You might wan't to place a dynamite charge while falling back, they're cheap, deal a lot of damage and the 15 second delay allows for the pursuing BM to be quite near it when it detonates, but make sure you're far away or behind good cover tho.
  15. Yeah, I also laughed a bit when I saw the blue screens. Don't worry about the user interface, the first impression with it can disorientate people. I myself spent at least 30 minutes or even more understanting each and every screen when I tried the demo. I should start posting images myself, I just keep forgetting.
  16. In regards to the acid grenade issue, when I fixed I didn't need to go on a mission, just equip it on any unit, then remove it manually and check if the requisites are met. In regards of the Shaman interrogation, check the completed researches list in the research screen, they are reverse ordered by time of completion (most recent first)
  17. Don't pay much attention to the "We're stuck" messege from the research, just let it continue and it'll be completed at one point.
  18. It is known that the advisors are bugged. They sometimes say that you can do something, when in truth, you can't. For soldiers, you can only increase their attributes for each level-up they've gained not the skills. If you wan't a particular skill to raise, check which ability influences that particular skill, in the case of human's aiming skill both willpower and dexterity influence such skill. It's easy to spot the soldier than can improve their attributes as you will see a double ^ symbol in their portrait. BTW, if you have non-human soldier units, check the other tabs to see them.
  19. Ok, you must firts knock them unconcious by taking away all the green "health" and leaving grey(stun) + red (temp) and as little of black (permanent) health. After which, one of your units must be close enough to "take control". After this, you only need for it to regain conciousness and stand up to command it's movements like any other unit. You might need to take a medikit and someone that can use it to reawaken the hostage.
  20. Chief's are tought, have a least 2 guys lobbing grenades at it. It won't get knocked down but it should do a good ammount of damage without risking it's accidental death. However, if you start to get stormed by other units, then fall back to a better position and get rid of it's bretheren and/or pets first.
  21. Depends on the alien faction you're up against and against BM it also depends on the "rank" of the target. I'm assuming you've just started the game, so I won't give hints that might contain spoilers and that work early on. Grenades generally work well with BM as they don't do permanent damage until the healthbar has gone all temporary and they do a good ammount of stun damage. Grenades are also your best option vs reticulans, but be carefull, more than 2 grenades can easily kill the target. Keep a good eye on the target's health. Of course, as you progress through the game, you will find other ways to capture them. Oh, BTW, once captured, don't let it put too much distance between itself and one of your men. Won't say anything else about this, but I have warned you.
  22. Kret replied to Slaughter's topic in Off Topic
    Uh? Wha? Oh yeah, it's today. Thanks for the reminder.
  23. Oh man, I hope noone at work sees this, it's gonna be annoying to explain to each and everyone that it was just a prank.
  24. 1) The camera is not static, you can turn it to any angle by pressing the middle mouse button and then moving the mouse. 2) Not sure what you mean here. 3) Matter of taste. 4) ... Erm... you did play the tutorial, the 2 campaign missions and the skirmish map, haven't you?
  25. With or without the mod, I believe Major Ambidextry is needed.

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