Talk:XcomUtil

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Misc

There's still a lot more stuff that could be added here. Also, I've never used some of the flags mentioned, especially those concerning Geoscape/Game executable. More info from those who have used them would be nice.

Hobbes 07:56, 9 Nov 2005 (PST)

Difficulty Bug

are there any standalone patches the fix the difficulty bug, or does one just copy over the geoscape.exe file to a new Xcom folder once its patched by using XcomUtil 9becuase of no other alternatives... as you can see, I'm not a fan of it).

I don't know about any patches that fix the difficulty bug. BladefireLight has made a patch that changes the craft back to their original configuration. It can be found here at the XcomUtil forums

Hobbes 18:59, 9 Nov 2005 (PST)


The difficulty bug is only found in XCOM 1.0, and is fixed with the XCOM 1.4 patch, isn't it?

---MikeTheRed 20:16, 9 Nov 2005 (PST)

Unfortunately, no. For the PC, the difficutly bug is only officially fixed in the Windows port - or as I like to call it, 1.4ce.

P. S, it also pays to look at the header whenever posting anything onto the wiki to see if your cookies have let you down and your automatic login setting has been unchecked. This avoids your handle from turning into a mere user IP.

- NKF

Backups of .rmp files

Hey, I wrote up a thingo about the patched geoscape.exe. I'm not sure about the edited Xcom base tiles though, i guess the backups would be called XBASE##.XCU, and the edited, corrected tiles would be XBASE##.MAP. I'm not sure on this because there are *.RMP files within the MAPS folder. Has anyone played around with cutting and pasting things and found out which ones to move to a new fresh install of the game? Thx EsTeR


The RMP files are the files used by the AI and I don't think XcomUtil changes those, so the backup .xcu files are the older .map files.

Hobbes


EsTeR: Ok, i'll look into it. Just always thought that RMP go in the routes folder, and maps in maps folder. Yet, there seems to be both types in the maps folder. I guess i'll have a play when i swap puters to fire up Xcom1.

Is there an X-COM mod editor?

Is there something out there that lets people do their own mods to the game, such as changing/adding/removing weapons, technology trees, graphics, etc?


There's at least one editor that allow to change the weapons: http://www.jennana.com/projects/xcomed.php. As for the graphics/maps the only way to do it is manually.

Hobbes 18:18, 13 January 2007 (PST)

RMP files

Xcomutil does modify the rmp files when generating ship layouts. it just backs up all of them by default.

--BladeFireLight 21:50, 15 January 2007 (PST)

end of development

Should we note that Scott has oficialy stated he will no longer be deloping xcomutil?

--BladeFireLight 21:53, 15 January 2007 (PST)

Done.

Hobbes 07:28, 16 January 2007 (PST)

New development

Where do we write to discuss new development? In particular, I just found out that the EQL flag to generate an equipment list can only be done on turn 1 -- and it took me a couple of turns moving equipment around inside the craft before I had everyone at the right cargo level (no one overloaded). --Keybounce 00:31, 12 July 2007 (PDT)

You can try here at these forums XCOMUFO, most of us have accounts there as well. Pi Masta 12:09, 16 July 2007 (PDT)

Re-setting the ships to the default stats (dead simple)

Concerning the "But I don't want some features" section - this is a very strange and roundabout way to do this. Just edit the XComUtil.cfg! Scott T. Jones's comments give enough information for anyone to figure it out (even me!)

Perhaps the following text (or something like it) could be added to the actual page:

Opening XComUtil.cfg with any text editor, from lines 548 through 580 you will find the default stats and weapons for all X-Com ships in UFO (and in TFTD as well):


// Default Ship Stats // // Shipname Speed Accel Fuel Armor Wpns Crew HWPs // // Skyranger 760 2 1500 150 0 14 3 // Lightning 3100 8 30 800 1 12 0 // Avenger 5400 10 60 1200 2 26 4 // Interceptor 2100 3 1000 100 2 0 0 // Firestorm 4200 9 20 500 2 0 0 // // Triton 790 2 1400 160 0 14 3 // Hammerhead 4030 9 60 960 1 12 0 // Leviathan 5800 9 50 1250 2 26 4 // Barracuda 2400 3 800 120 2 0 0 // Manta 4600 10 30 400 2 0 0 // Default Ship Weapons // // Weapon Range Acc Dmg Time #Ammo Ammo // // Stingray Launcher 30 70 70 15 6 6 // Avalanche Launcher 60 80 100 20 3 7 // Cannon 10 25 10 2 200 8 // Fusion Ball Launcher 65 100 230 25 2 9 // Laser Cannon 21 35 70 4 0 0 // Plasma Beam 52 50 140 6 0 0 // // Ajax Launcher 32 70 60 17 6 6 // DUP Head Launcher 50 80 110 21 3 7 // Gas Cannon 8 25 15 3 200 8 // Disruptor 60 100 200 28 2 9 // Gauss Cannon 20 35 90 4 50 96 // Sonic Cannon 55 50 150 5 100 0


Note that these are the DEFAULT stats. So for example, the Skyranger class assault transport has no weapons hardpoint, and the Interceptor (a high performance plasma-stealth V/STOL MiG interceptor prototype with pulse-detonation engines, perhaps?) can of course NOT carry any troops, equipment or HWPs!!!!

Skipping over the section titled Default Ship Terrain, we come down to the ship and weapon stats that the game actually uses i.e. from lines 615 through 630, you find the UFO stats:


XCOMShips Stats 760 2 1500 150 1 14 3 3100 8 30 800 1 28 0 5400 10 60 1200 2 26 4 2100 3 1000 100 2 6 1 4200 9 20 500 2 10 1 /Stats Weapons 30 70 70 15 6 6 60 80 100 20 3 7 10 25 10 2 200 8 65 100 230 25 2 9 35 35 35 4 0 0 52 50 140 6 0 0 /Weapons


and you can see that the Skyranger has a hardpoint, and the Interceptor (absurdly) has a transport capacity similar to a Mi-24.

To fix this, simply edit these numbers. I use the default values; these lines may simply be copied and pasted over the corresponding XComUtil.cfg lines.


XCOMShips Stats 760 2 1500 150 0 14 3 3100 8 30 800 1 12 0 5400 10 60 1200 2 26 4 2100 3 1000 100 2 0 0 4200 9 20 500 2 0 0 /Stats Weapons 30 70 70 15 6 6 60 80 100 20 3 7 10 25 10 2 200 8 65 100 230 25 2 9 21 35 70 4 0 0 52 50 140 6 0 0 /Weapons


And now just re-run XcuSetup.bat, and you're done!

Happy gaming!