Difference between revisions of "User:EsTeR"

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(IT IS DONE. There is nothing more that I can add - signing off - goodbye all.)
 
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= Apoc'D =
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IT IS DONE.
  
The '''number [http://www.strategycore.co.uk/forums/index.php?showtopic=5290]'''Xcom: Apocalypse editor.
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...no, really!
  
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Is there anymore more to do besides minor stuff like speeling, building fighting tactics in-fill (blarch!) and the nasty one: testing weapon control modules? (I'm not doing it, I tried, but too many variables and I don't do code)
  
===Apoc'd Notes===
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I think all the bugs have been found in Apocalypse. Almost '''50%''' found by me - thats my claim to fame! ...and that I invented stun raiding last century!.
  
*Area effect types of '''damage''' should have a '''size''' of one tenth (but only whole numbers - no decimals!). (no more than 250 damage)
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All apoc pages have maximal in-fill mefinks (TB nope) but can they ever be complete? Is there still a tactic missing?
*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====
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My OCD-brain-dump is close to empty. Notes and scribbles from many others on ICQ and BBS over the years - thx.
*make all weapons commonly used by aliens (including the "ingrown" weapons) set to weight of 100.
 
*swap smoke grenade "Smoke" to alien gas LOL!!.
 
*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==
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I've saved all the apoc pages as full html and also the edit-page text-versions of this whole apoc section so it is not lost if ufopedia waffs away or others edit this apoc section back into the junker that it was... 'ave yer fil.  
*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).
 
  
== Nice Weapons (try them) ==
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Nothing more to add... its been fun.
====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====
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Goodbye,
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:
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Tony.
* 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??
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Don't do the blue chicken dance!
*Inside AGENT EQUIPMENT 2, set '''Spitter's Vomit Funnel''': Primary Ammo Effect = 27
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abandoned Dec23 - any further input with '''EsTeR''' account is not me - account inactive.

Latest revision as of 21:53, 4 December 2023

IT IS DONE.

...no, really!

Is there anymore more to do besides minor stuff like speeling, building fighting tactics in-fill (blarch!) and the nasty one: testing weapon control modules? (I'm not doing it, I tried, but too many variables and I don't do code)

I think all the bugs have been found in Apocalypse. Almost 50% found by me - thats my claim to fame! ...and that I invented stun raiding last century!.

All apoc pages have maximal in-fill mefinks (TB nope) but can they ever be complete? Is there still a tactic missing?

My OCD-brain-dump is close to empty. Notes and scribbles from many others on ICQ and BBS over the years - thx.

I've saved all the apoc pages as full html and also the edit-page text-versions of this whole apoc section so it is not lost if ufopedia waffs away or others edit this apoc section back into the junker that it was... 'ave yer fil.

Nothing more to add... its been fun.

Goodbye,

Tony.

Don't do the blue chicken dance!

abandoned Dec23 - any further input with EsTeR account is not me - account inactive.