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Kane99

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  1. Kane99

    Apoc'd

    Well, that's too bad. I'm undergoing the rigorous structure of IB right now, so I'm pretty busy. Hopefully, you'll get it soon! Can't wait to research and build my own cannons instead of raiding ships and buildings for them... Thanks for all your work on a "dead" game. Keep up the awesome work! P.S. I'm already halfway done with the statue, though!
  2. Kane99

    Apoc'd

    You realize that you'll make a milestone for the Apocalypse community if you get it to work, right?
  3. Kane99

    Apoc'd

    Hmm... Just was messing around with Apoc'd, setting damage modifiers and everything, and noticed that the DD still doesn't work. However, I now have a sort of proof of the DD destroying terrain, in the form of a collapsing building falling on my agents heads. Doesn't look like you can edit the DD's settings yet. Did I miss something, maybe? Going to try setting the damage type in Agent Equipment 3 of the DD back to Dimension Destabilizer (there is an ammo type for it?). Like to find out what that does. Oh, and I've set the settings for Agent Equipment 2 (2/x) so that it has an ammo type, and set the unit damage modifiers for the DD to 100. Going back to see if I missed anything. Is it possible that the DD settings need to be perfect for it to work properly? *edit*: Hmm... I'm going to try setting one of the more useless weapons, the ones nobody ever carries around, such as the Megapol Lawpistol, so that it has the look and feel of a Dimension Destabilizer. I want to see if maybe just that entry is flawed. Is there perhaps a part of the hex code which declares the DD as "Not a Weapon"? *Double Edit* SUCCESS! Upon editing the Megapol Lawpistol to mimic the weapons settings of the DD in every possible way, including picture, size, damage, tail size, rounds, and everything else (of course, not using the same ammo types, so as to maintain its own weapon settings, and not jump to the DD's weapon settings), the Megapol Lawpistol acted exactly as a DD should act. However, my game crashed shortly after. But that may simply be a problem with running X-Com Apoc on XP. I'll have to check that. Anyway, the Megapol Lawpistol acted like I designed it to. However, you should know somthing about the DD's weapon characteristics first. The problem with the DD has nothing to do with its Agent Equipment 1 data. I accidentally set the Megapol Lawpistol to draw its weapon's data from the DD's weapon set for Agent Equipment 2, and it failed. Not sure why yet. Going to see if the problem is in Agent Equipment 2 or Agent Equipment 3 now. *Triple Edit* Think I found out where the problem is. The weapon's inability to damage armor characteristics should be based in Agent Equipment 3. I'm trying to see if the DD will work if I set the Agent Equipment 2 settings to draw from the Megapol Lawpistol's Agent Equipment 3 settings. If this works, this could help narrow down the search grid of what is wrong. *Fourth Edit* While I could get the Megapol Lawpistol to work in the game using it's own settings, the DD refused to work when I set it to the Lawpistols settings. Can anybody explain why this would be? Possibly there's a bug in the DD's command coding, or whatever makes this thing an actual weapon?
  4. Kane99

    Apoc'd

    Tell me what to do, or more specifically, what to edit so that I can collect the results when I get into the next battle.
  5. Kane99

    Apoc'd

    It's 5:14 a.m. here, so I won't be able to do this immediately, but I'll be sure to try out the settings the moment I get back home. Thanks again. You guys have been a great deal of help.
  6. Kane99

    Apoc'd

    You guys are freaking geniuses. Thanks for all this work you guys are doing. Can't wait until the data is all understood. I'll probably write up a tutorial on how to get the DD to work when this is done. Then everyone can enjoy the DD! Again, Zombie, J'ordos, thanks for all the help. You guys are truly amazing.
  7. Kane99

    Apoc'd

    Well, I actually thought of making identical weapons settings for the DD. I set the damage, fire rate, tail, rounds, type, everything, so that it fit the Devastator Cannons weapons specs. I also pumped up the power to 2000, to see if the weapons value simply needed to be "boosted" to damage armor. Once I got it to 2000, I saved and turned on X-Com Apocalypse. Everything was identical, so I immediately got into a fight. Funny thing. My team of 6 saw a spitter and opened fire on it, but the spitter wasn't harmed. However, a wall behind it was hit, and the entire floor fell upon the spitter. XD Quite funny, but hardly useful in a combat situation. I am certain that the DD can damage the walls, ceiling, floor, etc., and instantly drains shields. I just can't find out why it won't affect armor.
  8. Kane99

    Apoc'd

    Thanks for the quick reply. But the armor section part. I can see that the DD obviously can destroy the entire building easily, and it tears through shields like butter, but it doesn't affect the armor value of a human/alien. I was wondering if there is a section in the files that pertains to armor values, one that maybe needs to be altered so that the DD can take out armor as well as shields? I figured there might be a line of code/file/files that specifically say that the DD cannot damage armor. I don't have as much of an understanding of the hex codes as you do, so I may be grasping at straws here.
  9. Kane99

    Apoc'd

    I have a question. I am trying to put the Dimension Destabilizer back into the game, but I can't seem to find the values for the weapon which influence it's damage against armor. The gun works fine, destroying walls and personal shield generators instantly if you aim it at them, but the weapon seems unable to harm the actual creatures/soldiers I fight. It's kind of funny, actually, to see a spitter take over one hundred DD shots and still stand there like nothing happened. So I was just wondering if you can find the codes which emphasize damage to armor. I am so close to bringing in the DD, I just get stonewalled at the armor section. Don't know, maybe it wasn't implemented? Any help would be appreciated. Oh, and one more question: What is the purpose of the Dimension destabilizer (1/18) and then it says, under Ammo types, 15 (see the [agent equipment 2] (2/x) ). I went to 15, 10, and 25, the three disruptor beam ammo types, and found Heavy Launcher IN Missile, Unused 2, and Mind Shield. Could I get an explanation of these values, please?
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