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Armour Requirements


Tifi

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I had a thought about making flying suits/mag. ion armour more of a specialised high-investment item rather than the current standard issue.

 

Current build requirement: 5 alloy + 15 E115

Desired build requirement: 1 power suit + 1 navigation + 10 E115

 

Or maybe you could replace the nav. with a power source, although that could warrant a decent buff to its stats, and I'd be dissapointed if it didn't explode when it got shot to bits :)

 

Might make things interesting.

Stay with power suits, or upgrade to flyers which are *much* tougher and more flexible but run the risk of making a crater if they fail. :)

 

Possible?

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I had a thought about making flying suits/mag. ion armour more of a specialised high-investment item rather than the current standard issue.

 

Current build requirement: 5 alloy + 15 E115

Desired build requirement: 1 power suit + 1 navigation + 10 E115

 

....

 

Possible?

Yes: PRODUCT.DAT.

 

Making a flying suit explode on kill is a binary alteration, much harder if possible at all.

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Perhaps we'd be lucky enough that setting UnitRef[38] (corpse item) to that of a CyberDisc body is enough to trigger the blast?

 

Though now that I think about it, Cyberdiscs have four such items... Could well be they don't even use that offset.

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Is it possible to fiddle with some of the stats in obdata.dat to give the power/flying suit corpse item the stats of an armed grenade set to go off from turn 0?

 

I suppose the only major downside to this would be that your unit would explode at the end of the turn even when knocked unconscious. Yes, that power unit stuck on your back is very fiddly and unstable! A good excuse to run up to the body and pick it up off the floor before that. :)

 

However, turning the corpse into an unarmed grenade (200 or possibly up to 255 HE) could simulate a self-destruct mechanism that you could activate. Not quite the same effect though.

 

- NKF

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Tbh, I'd be quite content with just changing the build requirements =)

 

Had a peek in product.dat, and it doesn't seem to have a great deal in it - just 2 lines of values (100 page width)

Have I broke it? =P

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Done. It makes a bit more sense now although the wiki is a bit sparse on info.

For example: Bytes 8-10 the pre-req. items have no information to refer to regarding which value correspond to which materials.

 

From digging around I've found the following:

 

88 = Alloys

60 = E115

80 = Power Source

81 = Navigation

 

I have no idea about anything else though as nothing else is represented in the tables.

 

Also, how the seven hells do you input single figure values in MSEdit? =/

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It won't be an obdata.dat item index reference, since that wouldn't carry alloys, navigation and power units.

 

It's probably a reference to the item index used for base storage. Check base.dat.

 

I'm guessing that the prerequisites follow the usual convention of -1/255 to mean that it's not used. If you start with an index of 0, you should make the Stingray Launcher a prerequisite (you can't use engineers or scientists - although that might have been quiet funny). To refer to any other time, just increment it based on the item order.

 

---

 

Single digit numbers are not a strong point for MS-Edit. :)

 

There is the ctrl+p then alphabet option. Press ctrl+p then hit a to get 1, b to get 2, and so on. To get a 0, use ctrl+p then 2.

 

I have absolutely no idea why ctrl+p, 2 gets you a 0, but it does.

 

Another option lot is to just copy and paste an existing matching value.

 

- NKF

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Well, it is done.

My Flying Suits now take 20 each alloy & E115 + a UFO power source, while having armour ratings of 135/110/100/125.

Not exactly what I was after, but close enough :)

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  • 1 year later...
I had a thought about making flying suits/mag. ion armour more of a specialised high-investment item rather than the current standard issue.

 

Current build requirement: 5 alloy + 15 E115

Desired build requirement: 1 power suit + 1 navigation + 10 E115

 

Or maybe you could replace the nav. with a power source, although that could warrant a decent buff to its stats, and I'd be dissapointed if it didn't explode when it got shot to bits :D

 

Might make things interesting.

Stay with power suits, or upgrade to flyers which are *much* tougher and more flexible but run the risk of making a crater if they fail. :)

 

Possible?

 

Hi Tifi

 

I have been fiddling about with the code after getting Zombie's excellent exe excell spreadsheet.

 

In it there are the locations of manufacturing items in the executable and the prerequestite materials required to build them. There are 3 possible places for prerquesite items.

 

I am currently modifying the code so that fusion balls and HWP fusion bombs require a blaster bomb before you can proceed with manufacture and a reduced elerium cost because of that.

 

Your request with the flying suit is not too different to that.

 

If you like i could send you the code string that should do it.

 

Regards,

 

Gizamaluke.

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I now have flying suits that cost 16 elerium, 5 Alien alloys and 1 UFO Navigation.

Doesn't Tifi's idea sound better where the Flying Suit requires a Power Suit, Elerium and a Navigation? :D At least, that makes a little more sense than the way it is currently set up in the game. :)

 

- Zombie

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Why the navigation? it's not traveling at 500+ MPH it's just floating, why not a UFO Power Source? It's what makes the UFO move.

Not for the Flying Suit. The Power Suit should have the prerequisites of Alien Alloys, Elerium and a UFO Power Source (for the power). The Flying Suit would build on the Power Suit design by allowing flight which requires a Power Suit, Elerium and a UFO Navigation (for flight/navigation). Yeah, I guess a Navigation is a little overkill for a Flying Suit, but then again, a Power Source for the Power Suit is a little overkill too... :D

 

- Zombie

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Well, you need something that can tell the suit's anti-grav pack how to go up and down. :D Basically a means to control and steer the suit.

 

By the way, Bladefirelight, maybe this could be a candidate for an XComutil challenge/enhancement option?

 

- NKF

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I also changed the HWP fusion bombs and fusion balls to require a blaster bomb when manufacuring. I reduced the manufacturing time for the HWP fusion bomb and the fusion ball to take into account the manufacturing time for blaster bombs. This way i don't have a surplus of blaster bombs sitting doing nothing and i'm not really cheating too much.

 

HWP Fusion Bomb

1 Blaster Bomb

2 Elerium 115

1 Alien Alloys

 

Fusion Ball

1 Blaster Bomb

1 Elerium 115

1 Alien Alloys

 

Gizamaluke

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