Difference between revisions of "User:EsTeR"

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*divide by zero crash of game if any item (was stun grapples for me) is set to damage higer than 250 (actually the safe limit is 254). Stun grapple had damage of 5000 which DID work well (hostile was knocked out almost permanently), but the game became unstable once damage was not calculated somehow. (the hostile would crouch them stun damage was not applied).
 
*divide by zero crash of game if any item (was stun grapples for me) is set to damage higer than 250 (actually the safe limit is 254). Stun grapple had damage of 5000 which DID work well (hostile was knocked out almost permanently), but the game became unstable once damage was not calculated somehow. (the hostile would crouch them stun damage was not applied).
 
*divide by zero crash when aliens decide to throw a smoke grenade which has been swapped to alien-gas damage instead of the usual smoke effect.
 
*divide by zero crash when aliens decide to throw a smoke grenade which has been swapped to alien-gas damage instead of the usual smoke effect.
 +
*MINOR BUG: sometimes the map would not end automatically after all hostiles were neutralised if using a mega-stun grapple. It typically happens when all hostiles are plainly visible at the very start of combat and get stunned in a very short time period (using long range mod on stun grapples). The way to 'win' was to guess if all were stunned, then get one soldier to exit. After a slight delay the message should come up.
  
 
== Nice Weapons (try them) ==
 
== Nice Weapons (try them) ==

Revision as of 05:50, 30 April 2007

Apoc'D

The number [1]Xcom: Apocalypse editor.


Apoc'd Notes

  • Area effect types of damage should have a size of one tenth (but only whole numbers - no decimals!). (no more than 250 damage)
  • Useful range is stated on weapon ingame, overshoot (projectile lifetime) range is not. Should be x3 useful range to make it realistic. Can be up to x10 if it is guided.
  • Range in editor should be divided by 16 to get cell distances ingame.
  • Accuracy is reversed. A value of 95 in editor = 5% accuracy ingame.
  • Turn Rate values don't seem to matter with projectile speed. A 96 turn rate is roughly as round as a launch tube. (need more testing).
  • Lower the value for Tail Size to under 10 for all weapons. Helps with game engine speed irrelevant of CPU power.
  • Speed above 65 (100 max) for craft guns means most, if not all, will hit a Fast Attack.
  • Proximity Trigger: 0 = normal grenade, 1 = normal prox mine, 2 = boomeroid type action.
  • Values less than 5 (never 0) for Fire Delay MUST have very short tail sizes. Game becomes very slow when engine is struggling to draw.
  • If changing ammo quanitites of clips inside of AGENT EQUIPMENT 2, you must also change weapon clip size (weird! but both must be done)
  • Non player craft can up to four useable weapons (anymore and the extras don't get used). Graphic corruption if player craft.
  • Set cargo module capacity to 500 - doesn't matter for player but at least you won't have ridiculous swarms of airtrans if buying bulk.
  • Destroyed UFOs?? Set "Remaining HP before downed" to 50% of constitution.

ALMOST CHEATING

  • make all weapons commonly used by aliens (including the "ingrown" weapons) set to weight of 100.
  • set stamina and TU of Popper to 25 each. Set explosive damage to 250, radius to 25. Shoot it with AP when its still in the UFO corridor surrounded by aliens. (muhahhahaha)

Bugs

  • divide by zero crash of game if any item (was stun grapples for me) is set to damage higer than 250 (actually the safe limit is 254). Stun grapple had damage of 5000 which DID work well (hostile was knocked out almost permanently), but the game became unstable once damage was not calculated somehow. (the hostile would crouch them stun damage was not applied).
  • divide by zero crash when aliens decide to throw a smoke grenade which has been swapped to alien-gas damage instead of the usual smoke effect.
  • MINOR BUG: sometimes the map would not end automatically after all hostiles were neutralised if using a mega-stun grapple. It typically happens when all hostiles are plainly visible at the very start of combat and get stunned in a very short time period (using long range mod on stun grapples). The way to 'win' was to guess if all were stunned, then get one soldier to exit. After a slight delay the message should come up.

Nice Weapons (try them)

Rohypnol

Weapon: Stun Grapple

    • speed = 75
    • power = 250
    • accur = 5
    • delay = 5
    • tail = 5
    • range = 1600
    • lifetime = 3200

also change ammo charge quantity to 95 and weight to 1.

Weapon of the Apocalyspe

Weapon: Autocannon IN clip (the clip, not the weapon):

    • speed = 75
    • power = 250
    • accur = 5
    • tail = 1
    • delay = 1
    • range = 2400
    • lifetime = 4800
    • damage type = explosive (No:4)
    • explosion size = 25 (MUST be one-tenth of damage (and no decimal numbers) if its an explosion animation)

also change ammo quantity to 95 for clip AND the gun, and weights both to 1.

      • TRY this weapon using realtime and AUTO-SHOT. (careful with that building damage LOL)

COMMON EDITS:

  • you can give the five grenades (AG,Frag,Hi-X,Stun,IN) proximity timers (set 1=normal, or 2=boomeroid). AP-grenades are now useful mid game. (remember - right-click to set "detonate on contact" when thrown).

GAME TOO EASY??

  • Inside AGENT EQUIPMENT 2, set Spitter's Vomit Funnel: Primary Ammo Effect = 27