Difference between revisions of "User:EsTeR"

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=JUST CONFIRMING MY ATTITUDE=
+
===Apoc'd Notes===
  
If you want, feel free to edit/delete/move any of my posts that I have put in Xcom Wiki.
+
*Area effect types of '''damage''' should have a '''size''' of one tenth. (no more than 250 damage)
--[[User:EsTeR|EsTeR]] 05:42, 16 April 2007 (PDT)
+
*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 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====
==HELLO AGAIN in 2007==
+
*make all weapons commonly used by aliens (including the "ingrown" weapons) set to weight of 100.
 
+
*swap smoke grenade "Smoke" to alien gas LOL!!.
Wow! its been a long time.
+
*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)
Wow! this site is still going.
 
Wow! i found my password. LOL.
 
 
 
Its good to see the recent updates page is still moving along.
 
 
 
==ABOUT MY WIKI POSTS==
 
 
 
Xcom Wiki is like no other. If any one feels like deleting/correcting/re-edited/formatting/moving my ramblings/posts/brain-dumps, you are quite welcome to do so. Many people usually get snotty about people stealing someones work, or changing it around or anything. Thats certainly '''not''' the case with me. I'm quite happy to see uniformness and structure where there may be none. I don't need to have my name after my posts. It's irrelevant to me if its there or not.
 
 
 
If you want, feel free to edit/delete/move any of my posts that I have put in Xcom Wiki.
 
 
 
hence,
 
 
 
''Permission Granted.''
 
 
 
[[User:EsTeR|EsTeR]]
 
 
 
 
 
 
 
 
 
'''HELLO'''
 
 
 
I'm a fan of Xcom series, with Terror From The Deep being my favourite. I live in NSW, Australia. Born in 1974, started using computers at 23 years of age. I'm was a late starter, but I have taught myself about hardware (mainly) and a bit about software.
 
 
 
==Computers==
 
 
 
I don't know anything about software programming, and really, I'm not going to bother. Hardware is my forte.
 
 
 
1997: I learnt about computers by trial and error. DOS 6.22 was unforgiving, but it only took up 12MB after a format of my 1GB harddrive, running on a Cyrix 6x86 P150+. WHoA!!!  The speed!
 
 
 
2000: I had an AMD 500 K7 with a TNT2 Ultra 32MB video card. This was the computer where games "came to life", and me having no life! 3D era was upon us using Win98SE.
 
 
 
2003: My current rig, a P4-C 2400 with a Radeon 9800....still running Win98SE! WHOA!!!
 
 
 
 
 
Besides my regular work (which i won't bore you with), I volunteer at a charity that refurbishes old computers. I have access to Pentium 1 100s, to Pentium 4 2000s. I have a few computers, P1-233, P2-400, P3-866, and P4-C 2400. My four systems are "upgraded" with the hardware from the day. Eg: the P2 has 16MB AGPx1 video, whereas, the P3 has 32MB AGPx4 video. My computers can play any game in my collection. Syndicate and Privateer on the P1, Battlezone 2 on the P3 etc: Needless to say Xcom 1, 2, and 3 run perfect on the P2.
 
 
 
==The Way I Am==
 
 
 
I'm not fully into Xcom as some! (...for teaching me new things, many thanks to: MikeTheRed, NKF, Bomb Bloke, Zombie, Danial, Hobbes, JellyfishGreen). I play old games now and then between major game releases. And, editors have given the old games a new lease of life, none moreso than Xcom. (many thanks to Scott T. Jones, Khor Chin Heong). I just wish Xcom was revived.
 
 
 
I am a bit of a late adopter, unless of course, I choose to use what PR spindoctors and Marketing Monkeys are shoving done my throat as the "next big thing". I don't see the need of getting a new mobile phone every 3 weeks, and I don't see the need for religion (but that's a different topic altogether).
 
 
 
 
 
Leave a Message Here
 
-->
 

Revision as of 03:20, 25 April 2007

Apoc'd Notes

  • Area effect types of damage should have a size of one tenth. (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 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.
  • 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)