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djlogue

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  1. Not a bug, so wrong forum...

    Also slightly whiny :P

    ??? not a bug ??? So this is how the game is intended??

    "aliens have crashed the Geoscape commander"

    "Quick initiate ctrl alt del"

    "task manager systems online"

    Or do you mean the asking when the update is due bit??

  2. That's what I thought it was too. (Well for the white ones. the black ones obviously have circles on them that is most surely interperated as planets by most people... I assume)

    No way man they are the rings of saturn which was the first planet they waged war on. It was also the first time they discovered ring doughnuts.

  3. This is a great mod, mixes up the two games so you can fight normal land battles on land and sea battles at sea. Oh and of course you get all the normal terror missions like ports, ships etc. I took some snaps to show ya

    GEO 2 BASE.jpg

    COMBO TERROR.jpg

    There is also a "dawn city" patch for it where it mixes up parts of all of the urban landscapes into one. I haven't done it yet though but i'll be sure to fill ya in.

    Here is the page with bomb blokes toolkit http://www.strategycore.co.uk/forums/topic/9751-ufo-tftd-combo-mod-beta/

    GEO 2 BASE.jpg

    COMBO TERROR.jpg

    577e7ca885199_GEO2BASE.jpg.d7afe1ccfbfc1

    577e7ca88a39c_COMBOTERROR.jpg.76063e5855

  4. The best turn based strategy game ever is Market Glory.

    MarketGlory is a strategy game, in which you have the possibility to convert your virtual currency into real money. It is an online browser game, therefore you don't need any other programs installed in order to play. It is one of the few business games where you are rewarded for your daily activity. As a simulation game, it offers you the possibility to fight, work, open companies, start wars. It is a very complex game , and the more you play it, the more options you find for your own development.

    not quite the same TBS game as what i'm into. I like killing aliens who are attempting to steal my faberge eggs

  5. More,

    Enhanced Tactical AI

    This feature makes the aliens slightly more aggressive. Melee Terror Units are less indecisive when attacking. Player can choose the distances (in tiles) that aliens will attempt to use auto-fire and snap shots. Aliens will make targeted shots for ranges beyond snap shot. A scaled-down version of Kyrub's AI model. Thanks to Kyrub for providing the data point information.

    Apply: Set to 1 to enable this feature.

    Ranged Based Accuracy

    This modifies the accuracy based on the distance from the target. The accuracy decreases linearly (2% per tile) when shooting beyond the limit of the firing mode:

    Apply: Set to 1 to enable this feature.

    Minimum Efficiency: The efficiency will not decrease beyond this limit for range. [-50% = 25+ tiles]

    auto shot: 8 tiles

    snap shot: 16 tiles

    aimed shot: no penalty

    These initial values complement the Tactical AI ranges.

    Line of Fire Check for M.C.

    Soldiers with MC ability and items that utilized MC will require the individual soldier have LOS to use the item as selected by the player.

    Mind Control=0

    Panic=0

    MC Reader=0

    Change any option to 1 to enable the feature.

    Alternate Initial Base Layout

    Allows the player to rearrange, add, or remove any module to the initial base at the start of a game.

    Apply: Set to 1 to enable this feature.

    Possible modules [use this notation in the INI]:

    AirLock

    LivingQuarters

    Laboratory

    Workshop

    [stdSonar] Standard Sonar

    [WideSonar] Wide Array Sonar

    TorpedoDefense

    GeneralStores

    AlienContainment

    GaussDefense

    SonicDefense

    [PWTDefence] Power Wave Torpedo Defense

    [bombShield] Bombardment Shield

    [MCShield] Molecular Control Shield

    [MCLab] Molecular Control Laboratory

    [TransRes] Transmission Resolver

    SubPenTL

    SubPenTR

    SubPenBL

    SubPenBR

    Empty

    OBDATA.DAT

    Change the value of some OBDATA.DAT settings on the fly. To change a value, add a line "itemname setting=value" (without the quotes).

    Apply: Set to 1 to enable this feature.

    Available settings:

    Damage

    Resistance (to explosions)

    Weight

    Damage Type

    Auto accuracy

    Snap accuracy

    Aimed accuracy

    Auto TUs

    Snap TUs

    Aimed TUs

    Size (clip size)

    For Size, Damage and Damage Type, you usually want to modify the relevant clip object, not the weapon object (exceptions - melee weapons, XComUtil-modified infinite-ammo Gauss weapons). Item names are case insensitive and available at OBDATA.DAT (TFTD).

    Music

    Apply: Set to 1 to enable this feature.

    Source: choose which option by removing the ";" from the front of the line of your choice and adding a ";" to the beginning of the other line that you wish to disable.

    CD Drive: change to the drive letter of your CD/DVD ROM drive. (if applicable)

    MP3: You should create a folder labeled "MP3" in the same folder as your TFTD executable.

    PSX CD

    If you have the PSX version of the game, you should be able to enjoy the CD music with this patch. (experimental)

    MP3 Music

    If you have mp3 music files available for the game, you can use them instead of the default MIDI ones (see the INI file for examples). Terror From The Deep Soundtrack

    Caps

    You can raise the maximum value that the soldiers' stats may increase in the course of gaining experience from combat.

    Apply: Set to 1 to enable.

    ShortCuts

    Apply: Set to 1 to enable BattleScape or GeoScape shortcuts.

    Geoscape key mapping

    UpArrow: Rotate Up

    DownArrow: Rotate Down

    LeftArrow: Rotate Left

    RighArrow: Rotate Right

    MouseWheelUp: Zoom In

    MouseWheelDown: Zoom Out

    1: Geo Speed1

    2: Geo Speed2

    3: Geo Speed3

    4: Geo Speed4

    5: Geo Speed5

    6: Geo Speed6

    MouseMiddle: Intercept

    B: Bases

    G: Graphs

    U: Ufopaedia

    Escape: Options

    F: Fundings

    Battlescape key mapping

    UpArrow: unit goes up

    DownArrow: unit goes down

    LeftArrow: left menu

    RightArrow: right menu

    Return: end of turn

    Escape: options menu

    BackSpace: go to next unit, remove current from the queue

    Tab: go to next unit

    Space: go to inventory

    PageUp: view goes up one level

    PageDown: view goes down one level

    1: reserve mode off

    2: reserve mode snap

    3: reserve mode auto

    4: reserve mode aimed

    Key names

    Standard keys (A, 2, etc) are indicated as-is, the following "special" keynames are available (case insensitive):

    Back

    BackSpace

    Back Space

    Tab

    Clear

    Return

    Enter

    Shift

    Control

    Menu

    Pause

    Escape

    Space

    Prior

    PageUp

    Next

    PageDown

    End

    Home

    Left

    Up

    Right

    Down

    Print

    Insert

    Delete

    Num0

    Numpad0

    Num1

    Numpad1

    Num2

    Numpad2

    Num3

    Numpad3

    Num4

    Numpad4

    Num5

    Numpad5

    Num6

    Numpad6

    Num7

    Numpad7

    Num8

    Numpad8

    Num9

    Numpad9

    Multiply

    Add

    Separator

    Subtract

    Decimal

    Divide

    F1

    F2

    F3

    F4

    F5

    F6

    F7

    F8

    F9

    F10

    F11

    F12

    MouseMiddle

    MouseWheelUp

    MouseWheelDown

    MouseWheelLeft

    MouseWheelRight

    If you need a key not listed here and you know its VK_* code, you can specify it with it's hex value (e.g. 0x90 for num lock)

    The implementation is rather messy, expect side effects and report them...

    I urge you all to try this mod as it makes the game so much better to play.

  6. There is now a full conversion adf sebs UFO extender available for TFTD. i'm in the process of patching it in now and gonna start a play through.

    Original page

    Here is the extender download

    and a patch for that version Download here

    REMASTERED SOUNDTRACK DOWNLOAD!!

    This is a conversion of Seb76's UFOloader. Xusilak released a prototype, called TFTDloader, that offered players the ability to run the CE, or Gold, version without video problems in September 2010. He made a lot of notations on various subroutines and variables used throughout the executable. In March of 2012, Kyrub released the initial version of TFTDextender. When he became unable to continue development, Tycho took over. Version 1.02 was released in June.

    The extender patches the program in memory, it does not modify the executable. The advantage is that it won't change the file on disk so there is little risk of destroying your game installation (still, it is wise to do a backup of your game folder before using this). It also means that any data mods that one may wish to use should not conflict. Of course, if your computer stops responding and starts chanting verses in an inhuman language, I don't take any responsability...

    Some changes are recorded in a game's save files so be aware of this fact when you change options and wonder why some changes don't work on games already in progress. Changes will require you to restart the loader to have them take effect.

    Feel free to contact me with any questions and please don't hesistate to report any problem you encounter with this, I'll try to help you fix it. Tycho

    You can also reach me through the StrategyCore forum for TFTD Extender[1], where also I am called "Tycho".

    Installation

    NOTE: This program only works with the Windows version of Terror from the Deep (usually referred to as the Collector's Edition (CE) or the Gold Edition). It is not compatible with the DOS version nor will it run through DOSbox as the memory handling and offsets are different.

    You'll need the MS VC2008 runtime to use TFTDextender. You can get it [2] here.

    If you want to use the mp3 patch, you need to have Windows Media Player installed.

    Download the latest full version and latest patch by clicking on the title above to get to the file section.

    Extract the contents to your TFTD folder where the "Terror from the Deep.exe" file is located.

    -You need a program able extract zip files.

    -Extract the full version first and then the patch. Click "Yes" to overwrite the current file.

    Use a simple text editor (like MS notepad) to open TFTDextender.INI and enable the options you wish, usually by changing the number on the entry line to 1.

    -Look at this page or refer to ExtenderINIref.txt in the TFTD game directory for exact details on each option.

    To run the game with the extender, use "TFTDextender.exe" and not the usual game executable.

    -The program looks for the file named "Terror from the Deep.exe" but this can be changed by editing the line under the section marked [Loader] at the beginning of the TFTDextender.INI file. (enabled in version 1.6).

    FAQs

    Why don't I have music after installing the Extender?

    The CE version uses midi files for the soundtrack. Some digital downloads are missing the midi music in the SOUND folder. They are provided here: File:TFTDmidi.zip

    Problems with mp3 playing: Crash or no sound

    This is usually a codec problem with the OS music player. See this discussion on how to isolate and resolve this. [3]

    When I run the Extender, I have problems loading or I get garbled graphics.

    The initial settings in the INI are very basic since user preferences and systems are so varied. It is up to the users to configure the INI file to their needs. Some graphic cards have a problem with the initial video settings and require D3D to be enabled. Others may need to disable even the basic settings if they intend to use another mod program, such as XcomUtil.

    I get a crash message as soon as I run the Extender.

    (1)This can be caused by not having the video options configured correctly. Try enabling D3D in the INI.

    (2)Disable the option to skip the intro movie, especially if you are using a split executable such as with xcomutil.

    TFTD Extender and XcomUtil: Crash when leaving Geoscape/starting a battle

    Kyrub identified a problem with the way XcomUtil splits the executable. Bomb_bloke wrote an updated splitter: see this discussion [4].

    The game crashes as soon as I choose to go to T'leth.

    There is a problem with some movie files with some digital downloads of the game. Bomb Bloke wrote a set of dummy files which will let the CE version continue to the final battle. Check out this article[5].

    Some Disclaimers

    Extender and modified game executables: These may work together but there is no guarentee. Some heavily modify the binary and trying to patch on top of it will produce unexpected data corruption or crash the game. Even splitting the executable, such as done by XComUtil, causes problems.

    DAT file mod requests: DAT files modifications are not done because there are already lots of them and various data editors available to do them for yourself. This rule allows all data mods to keep working with the loader (that is why some xcomutil features should still work, as long as they are those only based on resource modifications). Any bug fix that requires a change to some resource data in order to compensate for the fix, will have an option to exclude the data change so that any player changes will not be overwritten.

    TFTDextender INI references

    Bug Fixes

    By default most bug fixes are already enabled; there is a section in the INI for bug fixes in case you want to disable a fix. A complete list of these fixes are listed in the file, TFTDbugReference.txt. To disable a fix, simply open this file and copy the appropriate line to the [bug Fix] section of the INI.

    Music Change Freeze: try to prevent the freeze that happens ingame when the MIDI music changes (experimental) [Not enabled by default]

    Sensor Stacking: Fix the bug where having more than one sonar for each type is useless. When enabled, each standard sonar has a 10% probability

    Base Facility Dismantle-Construction Crash: fix the crash that may happen after you delete a facility under construction.

    Collectors Edition Blaster Bomb Bug: fix problems with setting vertical waypoints

    Proximity Grenades: fix lost armed state when reloading a game

    Proximity Grenades Experience: give experience to the thrower, not the victim...

    Transfered Crafts Refueled: fix the "Fuel dump on transfer" bug

    Zrbite-fueled Craft Bug: fix the bug which causes Zrbite fueled crafts to return to base when their fuel level is 50%

    Corpses Don't Teleport: The corpse for an unconscious unit that was moved and later killed by an explosion will not spawn where the unit originally went unconscious. Introduced in 105p1.

    Door Jam: fix the opened sliding doors not closing after a reload

    Personnel Overflow: fix the overflow that occurs when there are 256 engineers/scientists present in a base. Values are topped at 255 now

    Funky Fire: only apply fire damage at the end of turn. Also doubles fire damage to compensate

    Hostile Civilians: fix civilians becoming hostile after being mind controlled

    BioDrone Melee Attack Fix: Assigns a value to melee accuracy allowing the melee attack to be effective

    FixSounds: Zombies sound like any other bipedal units when walking. The "pop" at the end of many sound effects has been eliminated.

    No Underwater Weapons Fire on Land: prevents underwater-only weapons from making reaction shots or shooting when a soldier is bezerk.

    Tech Tree Impasses Resolved: You won't need to have a sub_contruction item in inventory before completing research on the Transmission Resolver, nor a MC reader before finishing MC Lab. Both can be researched when one is found just like other artifacts.

    Coelacanth/Gauss Ammo Fix:all ammo problems related to unequiping one from a craft or after combat are fixed. Its only prerequisite is Gauss Cannon (same as the laser tank in EU).

    Hallucinoid Range Attack Fix: Gives the Hallucinoid a stunning ranged area attack as per the Ufopaedia description - making this alien much more dangerous.

    P.W.T. Launcher Production Fix: P.W.T. launcher production will now correctly consume 1 plastic for the first item produced.

    Better chance to get a Cargo Ship Terror Mission rather than only Cruise Liners.

    Soldiers will not go MIA if they are MCed when mission ends successfully.

    Deep One attack fixed and no longer resembles the Celatid Spit.

    Bio-Drone no longer burns the ground like the Silacoid.

    Fixed the problem that allowed the player to assign too many technicians to a manufacturing project. Now the same as Enemy Unknown.

    Fixed the damage on the Displacer's sonic oscillator. The in-game UFOpaedia stated that the displacer did 130 damage but the value in the exectuable was only 110.

    Any MCed unit will have the MCed effect removed and its proper faction restored when it is rendered unconscious.

    Clips loaded into weapons that are left on the battlefield during an abort will not be given to the player.

    Weight issues with clips that are loaded into weapons have been fixed.

    The Coelacanth/Gauss tank will not be replaced by the Coelacanth/Gas Cannon if it was returned to base stores due to insufficient ammo after a battle.

    Craft Gauss Cannon's max ammo increased to 100 and base rearm rate increased to 50 rounds per hour.

    The area of effect for the Thermal Shok Bomb has been reduce to closer match the radius of Enemy Unknown's Stun Bomb.

    PWT Ammo for all weapons has had their production requirements changed to a more logical correlation to the damage they do. Sell value reflects the changes. [new games only]

    Video

    Video Pitch: This fixes the garbled video seen when you first start the game. It is similar to f0dder's loader. This is enabled by default.

    HQ4x: raise the resolution of the game and applies some filtering. It is quite CPU intensive though...

    D3D: replace DirectDraw calls with Direct3D9. It sets the monitor to its default resolution and uses D3D to stretch the image on screen. It may also fix the speed issues if your video driver is configured properly.

    These settings are exclusive of each other: Some work together while others will override the previous level: [initial] video pitch -> HQ4x -> D3D -> D3D&HQ4x [highest scaling].

    If the initial Video Pitch option doesn't seem to work, use the D3D option.

    D3D Windowed: run the game in a window. The first two numbers are the Y and X positions on the screen for where to place the box. The second two numbers are the size of the window in height and width. 0 0 600 800 should place a 800x600 window in the top left corner.

    Always On Top: force the window in the foreground.

    Clip Cursor: prevent the cursor from going outside the window. It has two modes:

    Level 1: Tactical only. In the battlescape the mouse is restrained to the window but not in the Geoscape.

    Level 2: Constant. Mouse is restrained in both Battlescape and Geoscape.

    These options only apply when you run the game in full screen mode:

    Scale Mouse: attempts to keep the cursor from running off screen when using HQ4x and/or D3D. Useful when not running a windowed game. Try this if you start the game and your mouse doesn't seem to work or there is no cursor on the screen.

    Screen Ratio: adds black bars to keep aspect ratio on non 16/10 monitors (based on patch from mikawo) You can set "Screen Ratio" to correct your aspect ratio. Some common settings are 1.33333 or 1.66666.

    I believe the ratio is the width/height but factor that 16/10 is the default of 1: 16/10 [320x200, 640x400, 1280x800, 1440x900] would be 1. 4/3 ratio [640x480, 1024x768, 1440x1080] is 0.833333. 16/9 should be 1.11111. Using these values for Screen Ratio seems to give the correct aspect ratio when compared to DOSBox results.

    Other Video options that work in either windowed or full-screen:

    Slow the Clock: Slow the passage of time in the Geoscape. The passage of time will match the option chosen in the right menu by the player but the clock will increment in smaller units at a faster rate. At the 5 sec rate, the clock will increment in seconds but 5 seconds of game time will pass for every second of real time. (available with version 1.061)

    Slow Battlescape Animation Speed: All animations in the battlescape can be slowed down. User can fine tune the degree from only 2x up to 15x slower. 3~5x is recommended to start with.

    Max FPS: limit the framerate for the ones that cannot get vsync working. Not as smooth as vsync limited, but better than nothing (only works with D3D or Video Pitch enabled). Can help to slow the game, similar to lowering cycles per second. Defaulted to 70.

    Skip Intro: bypasses the Microprose logo video and initial movie when you start the game.

    Force Language: automatically selects the appropriate language for you.

    Mods

    Know Thy Enemy: Damage on weapons is capped until humans learn the location of vital areas of each alien race. Damaged is capped at average weapon strength with a small chance of a "lucky shot" that bypasses the cap limit. Explosion and Thermal damage is not affected.

    Start With Alternate Tech Tree: choose the level of change to apply to the research tree when you start a NEW game. (the higher the number the more changes are applied.)

    =1: The need for a live Deep One to research Ion Armor is removed.

    =2: The vibroblade can be researched when found but a calcinite autopsy is required for thermic lance.

    =3: The prerequisites for armors have been reordered or changed. Aqua plastics can be researched when found. The prerequisite for Ion Armor is not a live Deep One but more logical. (Hint:all armors' prerequisites follow the same idea.)

    Each level stacks upon or replaces the previous set of changes.

    Note: Some changes will be stored in the game's saved files and cannot be altered again except by editing these files directly. There could be some issues with the availability of certain research topics if one changes the option for a game already in progress.

    Different Colony Races: More variety of alien races on stage 1 and the alien race in stage 2 corresponds to the race of the supply craft.

    Small Colony Size: The size of stage 2 of a colony is reduced to the same area as a base in Enemy Unknown.

    Single Stage Ship Missions: Ship sites will be complete after the first stage.

    Smaller USO Battle Maps: The map size is reduced to be the same as those in Enemy Unknown.

    Increase Sea Floor Terrain Variety: Enabling this will increase the chances of different environments being generated in random USO recovery missions.

    All Torpedos At Start: Replaces the craft gas cannons and ammo with D.U.P launchers on your subs and torpedoes in your base stores, as if you manually did this at the beginning of game without the wasted time.

    Improve Rearm Rate of Ajax: The number of rounds loaded onto a craft each cycle is increased from 1/hour to 2/hour.

    Show Money: Shrinks the clock in the date/time panel on the main geoscape screen, and adds a funds display above it. It is useful for examining remaining funds during manufacturing projects, while waiting for time to pass.

    Block Can't Intercept Messages [block Intercept Over Land Message, Block Mission Too Deep Message]: Blocks the pop-up notifications that you cannot intercept an alien sub. An Xcraft will pursue and automatically engage a USO once it reaches water. A Barracuda will hover over or chase a very deep sub until it reaches a shallower depth. Only a Triton will receive the "Mission too deep" message and automatically return to base.

    Crafts Always Ready: Craft can be launched before damage, ammo, or fuel are completely restored.

    (v1.06)

    =1: Craft can be launched in any condition.

    =2: Damaged craft are grounded.

    Manual Interception Fire Mode: Subs will not fall back after taking damage or expending all their ammo. This overcomes the issue of the last shot always missing.[6]

    USO Responds to Interception: Alien subs will react to being attacked.

    True Cautious Mode: Subs with two equal weapons will only fire one weapon at a time and the stance imparts a penalty to alien attacks.

    De-equip Craft: Provides the option on the craft armament screen.

    400px-X2deequip.JPG

    Reorder Soldiers In Crafts:

    400px-X2reorder.JPG

    If you hold the mouse button for more than 200ms when clicking, the soldier will be moved to the top/bottom of the list. Now you can force rookies on the front line... It also enables you to check the soldier's stats by clicking on his name.

    Auto sell: allows the player to activate an automatic production and automatic selling mode in manufacturing by pressing the down arrow button to reduce the quantity of desired items below zero:

    Autosell mode: In this mode, production will never cease unless resources become unavailable, and all produced items will be immediately sold.

    Autoproduce mode: This functions in the same way as autosell, but the results will not be sold, merely stockpiled forever.

    400px-X2autosell.JPG

    Caution should be used with this mode, as it can drain resources quickly.

    :::

    Improved Gauss Tank: Aqua Plastic becomes a prerequisite and part of the production requirements but the armor gets a significant boost.

    Improved Detector: The particle disturbance sensor will be upgraded after research on M.C. Reader is finished. Its radius of detection is doubled and will detect all units in range.

    Our recent research on the alien scanning device has allowed us an excellent opportunity. We can devise improved detectors that will emit a small pulse and triangulate on any alien implants that respond. You should be able to determine the general direction and range.

    Remove Background Land Sound: The background sound of land sites is poor quality for today's sound systems and annoying. This option blocks it.

    Alien Bleeding: Aliens can suffer fatal wounds as well.

    No Alien Freak Out Messages: The player will receive no notice that alien units have suffered morale problems.

    More Reaction Fire: Aliens and Aquanauts will react to targets turning in place as well as movement or attacks.

    Hot Grenades: Grenade timers will continue to countdown even when held.

    Alien Inventory: Gain direct access to an alien's inventory screen after it has been brought under your control.

    No Blaster Bomb Drift: disable the randomness applied to blaster bomb (Power Wave Torpedoes) trajectories between waypoints. It'll solve drifting issues experienced with the blaster launcher, and also make aliens even more deadly with that weapon since their hard coded accuracy of 55% won't affect their shots anymore.

    All Items Usable On Land: Removes all restrictions on items so they may be used anywhere. Magnetic Ion Armor flies on land.

    Smaller Stun Blast: the area of effect for the thermal bomb is reduced.

    Stun_blast_radius.GIF

    Modified Loadouts for Aquatoid: For those who wonder how a small aquatoid can carry a sonic cannon. This mod will replace their cannons with sonic rifles or pistols, depending upon the rank of the unit. Other weapons are not affected.

    Equipment

    Show Stats: Displays several of the important soldiers' stats on the right to help you decide how to equip them. MC stats will be displayed when they become available. The rank icon is part of TFTD, unlike Enemy Unknown.

    400px-X2liststats.JPG

    Show Grenade State: Grenades that have been armed now have [primed] added to their name.

    Save Equipment: Will automatically reequip each aquanaut with their last weapon load-out, if possible, at the beginning of any mission. New soldiers will receive a minimal set of weapon and ammo to start with.

    Auto Flares: automatically equip flares (if available in the craft) during night missions (only works with Save Equipment).

    Localization strings: add the following strings to the end of the equipment section and change the text between the "=" and ">" to match your particular language. English is the default. (available with version 1.05p3). Examples are for English:

    Weight=Weight>

    Accuracy=Accur>

    Reaction=React>

    Psi Strength=P.Str>

    Psi Skill=P.Skill>

    Continued in next post

    400px-X2deequip.JPG

    400px-X2reorder.JPG

    400px-X2autosell.JPG

    Stun_blast_radius.GIF

    400px-X2liststats.JPG

    400px-X2deequip.JPG.e1903e54320f579197d3

    400px-X2reorder.JPG.c0a8437dc9ee74577a73

    400px-X2autosell.JPG.3161c4d9399835a58c7

    Stun_blast_radius.GIF.e6e4d23c39960009cf

    400px-X2liststats.JPG.898be99fa88d77b182

  7. I found this on the Ufopaedia wikki, I might have a go at setting it up and sharing the save file as it does take same time to create.

    Does sound like fun though

    Aliens Own Earth

    Introduction

    This article describes how to create a scenario where the game is much more challenging. The Aliens begin the game in a very dominant position in Earth. Doing this lets you play a game where the aliens already own the Earth and you have an uphill battle to get Earth back.

    In order to play this game, you first need to work through a campaign specially designed to create lots of Alien bases. You then manipulate some game save files in order to move all these Alien bases 'back in time' to the start of a new game. The new game is "Aliens Own Earth".

    Pre-Game Campaign

    To get +20 alien bases onto the surface of earth, you have to edit some things to make the gameplay go alot faster. You don't want to play the game through properly. Forget research and manufacturing, training etc. Using a savegame editor, you'd want to:

    give yourself 200mil. and build seven more bases spread around the globe.

    edit the layouts of the eight bases to contain hangers, stores, detection, alien fuel, hand weapons, armour etc.

    buy 6 fighter craft then use an editor to change all craft to Avenger/Leviathan and give them plasma/sonic weapons.

    use an editor to change hitpoints of ALL alien craft to 25, and speed to 1000. Change X-COM craft to 1000 hitpoints and 10000 speed and 500 fuel. It may help to decrease the weapon range of some of the UFO/USO.

    buy 10 soldiers for each base and change their states to 100 (or thereabouts)

    edit diplomacy so that you get 100mil per month. It will adjust naturally thereafter.

    Fast Gameplay

    The only way to get through this pre-game setup campaign quickly is to shoot and destroy (not crash land) the alien craft. Since the hitpoints of a Battleship/Dreadnaught is only 25, it will take one shot from the X-COM craft to blow it up. Also:

    if you have a UFO on a mission to scout for an alien base location, don't shoot it down. Let it go and you'll have a base building squadron appear earlier. Look for the alien base once you think its built and then you can go after the squadron.

    if you have an alien craft looking for your base, let it go until you have the VERY LARGE types appear. Shoot these down for big score bonuses.

    you are playing the game for a positive score at the end of the month. Large and Very Large ufos give the biggest scores when destroyed. You can ignore the rest. For the reason the more you shoot down the more you'll have to deal with retaliation missions later on. The objective is to survive until the next month and letting aliens build bases. You can ignore terror sites as well if your score permits this.

    Over 20 Alien Bases

    Once you have over 20 alien bases (and under 25), go thru and sack everyone except 8 soldiers at your first base. These eight soldiers are your defending force if you miss an alien craft attacking you first base. They are not necessary, but just in case. Once you have seven undefended bases, remove the Mind/MC Shield and let the aliens destroy these bases. You might have to shoot down many more alien craft before the aliens start getting annoyed. Once you have one base left, remove the soldiers from any transport crafts and save your game and exit. Use an editor to change the craft back to terran types and replace the weapons with the default starting weapons (stingrayX6,avalanchX3 or ajaxX6,DUPX3).

    Cut CRAFT.DAT, LOC.DAT, and BASE.DAT from the savegame folder and then make a copy of these files as a backup.

    Copy Files to Create New Campaign

    Insert the LOC.DAT, CRAFT.DAT and BASE.DAT files into a fresh new game savegame folder, and you'll have all the alien bases from the old game present in a new game.

    NOTE: If you plan on overwriting the new with old, you must remove the soldiers from any and all transport craft before you copy the files over to the new savegame folder. Doing so will stop any 'ghost' soldiers remaining on the transport craft when you go to equip it. Alternatively, you can copy the SOLDIER.DAT file from the old location.

    Start a new game and plunk your first base down anywhere. Remove the eight agents assigned to the tranport craft in this new game, then save and exit. Copy the three files into this savegame folder.

    Note: It may help to make new install of the game because you have edited the previous installation, unless you want to go thru the old install and revert the editing.

    Playing the New Campaign

    Now LOAD from the savegame folder where you put the "Aliens Own Earth" files. This new game from the very start has now got 20+ aliens bases scattered over the globe. Everything else (money, technology, X-Com bases) is set to the normal starting levels. Enjoy your (short) time as an X-Com Commander!

    http://www.ufopaedia.org/index.php?title=Aliens_Own_Earth

  8. Works 100% with EU and TFTD. It is very simple to use, you just load your save with it and edit lots of values in game, depending on where the save is made from ie; battlescape\geoscape it allows you to change the values of all the aliens on the map, make them panic give them blaster launchers or just plain old kill em.

    tut1.jpg

    tut3.jpg

    Problem is if you get greedy and have maximum bases all with 2 avengers with fusion cannons and 9000% fuel, it can get boring pretty quick. I try to use it to make fun scenarios. Like disabling the funding from the council (set max funding to 0) and trying to survive independently, (Inde-X-com) is also pretty helpful if you have Sebs extender mod installed for this as you can use auto sell functions for steady income.

    Basically just use it to have fun.

    You might want to back up your saves before hand but I have never had an issue with the tool before.

    How to get it working.

    1, Download from >>>here<<< (You can scan for virus's if you really want but I have downloaded it tons of times over the past year)

    2, Open in winrar or any other archiver tool

    3, Open README.txt and read (just so you know what's what)

    4, Run XCOMHack3Install.msi and install to your hard drive (it in't necessary to plop it in your XCOM folder )

    5, Run X-Com Hack v3.exe

    6, Select the location for either your EU or TFTD game saves (mine is c:\program files\steam\steamapps\common\xcom\ufodefence) then open it.

    7, Make changes to the game and SAVE before exiting

    8, Play

    tut2.jpg

    tut1.jpg

    tut3.jpg

    tut2.jpg

    tut1.thumb.jpg.661f0f0ffde041fb97dc16b99

    tut3.jpg.bc6b7ccbb854d8a0cf4c179d9100f1c

    tut2.thumb.jpg.93dd817c56893e3cb457f97d7

  9. Ok so you have to make the patch.

    Then load the patch maker program, open the patch you just made that should be saved into your xcom folder.

    Then it will ask you to choose what exe you want it to open with (select your normal xcom.exe or ufodefence.exe)

    Then click apply patch.

    Load Xcom and enjoy the mess you have made of the strings

    Fabxcom.jpg

    Fabxcom.jpg

    Fabxcom.jpg.8b7cb7d18200c230670bf2bfc811

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