Difference between revisions of "User:EsTeR"

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REMEMBER: don't access the craft inventory button if you have invalid ship types under you control = game crash.
 
REMEMBER: don't access the craft inventory button if you have invalid ship types under you control = game crash.
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= Name Structure =
 +
These are the naming conventions I use for EU and TFTD. I ignore everything except these listed. To me, the most important attribute is BRAVERY before knowing Psionics. After I know what the psi Strength is, Bravery is then ignored as a filter for crap agents.
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= BELOW NOT YET FINISHED =
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== Statistics ==
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* Bravery ('''BRV''')
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SAX = 10 or 20 (bad)
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<br>BRV = 50 or 60(good)
 +
<br>BRV+ = +70 (very good)
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* Reactions ('''FT''')
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FT-  = 30 to 39 (bad)
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<br>FT  = 50 to 59 (good)
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<br>FT+  = 60 to 69 (very good)
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<br>FT*  = +70 (excellent)
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* Accuracy ('''SNP''')
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SNP- = 40 to 49 (bad)
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<br>SNP2B= 57 to 59
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<br>SNP  = 60 to 69 (good)
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<br>SNP+ = 70 to 79 (very good)
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<br>SNP* = +80 (excellent)
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* Strength ('''STR''')
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VWK  = 20 to 24  (very bad)
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<br>WK  = 25 to 29 (bad)
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<br>STR  = 40 to 49 (good)
 +
<br>STR+ = 50 to 59 (very good)
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<br>STR* = +60 (excellent)
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* Nothing Outstanding ('''GRNT''')
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<br>GRNT = average soldier (no negatives or positives)
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=== Specials ===
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*Super Soldiers ('''HERO''')
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<br>HERO2B= BRV+50 and SNP2B
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<br>HERO  = BRV+50 and SNP+60
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<br>HERO+ = BRV+50 and SNP+70
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<br>HERO* = BRV+60 and SNP+80
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==== Examples ====
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If a stat is unremarkable, then it is not included within the name of the soldier:
 +
 +
Hidden Meanings: bad, average, good, very good, excellent.
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<br>'''SAX:FT:VWK''' = bravery is bad, reactions is good, accuracy is average, strength is very bad.
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<br>'''BRV:SNP-''' = bravery is good, reactions is average, accuracy is bad, strength is average.
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<br>'''GRNT''' = bravery is average, reactions is average, accuracy is average, strength is average.
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<br>'''HERO2B:FT*:STR+''' = bravey is good, reaction is excellent, accuracy is ALMOST good, strength is very good.
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<br>'''SNP+''' = bravery is average, reaction is average, accuracy is very good, strength is average.
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The worst:
 +
'''SAX:FT-:SNP-:VWK''' = bravery is bad, reactions is bad, accuracy is bad, strength is very bad.
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The best default:
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'''HERO+:FT+:STR''' = bravery is goddexcellent, reactions is excellent, accuracy is bad, strength is very bad.
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The best trained: (and above)
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HERO*:FT*:STR* = bravery is very good, reactions is excellent, accuracy is excellent, strength is excellent.

Revision as of 21:52, 18 September 2009

I'm back for a little bit more.


Apoc'D

The number [1]Xcom: Apocalypse editor.

ARE you here from StrategyCore?

The following notes below may not be correct anymore if Apoc'D has newer versions since the text below describing bugs may not be relevant anymore.

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. If it doesn't - hunt down the hiding coward.
  • MINOR Bug: weapons (including recharging weapons) and clips should not have more than 100 ammo. The game will wrap the numbers to negative if its slightly more that this (havn't tested what the limit is - 100 ammo works well)

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


ZOMG!!1! ALIENS!

A side effect from editing using the Midnight Editor.

How

Change ownership of UFOs from ALIENS to XCOM when they first appear (just wait for all to warp in) so that when the game is reloaded, you'll have normal control of those UFOs within the cityscape. Move the UFOs to an area using MOVE TO LOCATION button anywhere within the boundaries of the map. When the craft stops at its destination it will do the "dropping aliens into building" animation as it normally does. (also see below: AVOID STATIONARY UFOS)

WARNING: do not access the craft-equip screen when you have vehicles under your control that normally is impossible to acquire = GAME CRASH!

What Happens

The animation replays over and over again if the UFO is stationary. Each time the animation completes, it places a full squad of aliens inside the building irrelevant if the UFO is over its intended AI-controlled destination, or not. EACH animation = FULL squad.

Big Deal?

You want a superhuman game? Now you can have it. The real BIG deal is the ease at which the aliens will travel around the cityscape. When you start a tactical battle (by clicking the "check for aliens inside building" button) you'll get the usual compliment of aliens (of a heavily infested building) BUT you'll engage only 36 aliens that can carry weapons (anthropod or skeletoid). The rest of those two types will immediately move to a nearby building once you complete the current tactical battle.

If you happen to start off with 90 skeletoids inside a building, the game will only use 36 for you to fight, the rest automatically move on and take a portion of the alien eggs and multiworms with them.

This can have the effect of swarming over the whole city... and if you don't deal with it = alien controlled city.

Avoid Stationary UFOs

The game will start the animation as soon as the UFO is stationary. To keep the craft moving, give it a "move to location" command that will take it out to the very extreme of the actual city map (scroll to very edge then click here somewhere) There is a invisible border which craft cannot move past. If any craft have an order to move past this border, then they will just fly back and forth against the invisible barrier - and never keep still!

Why Xcom Controlled UFOs?

Now an assault ship IS an assault ship. Bombing the building externally, then land an invasion force. Agressive aliens meant to be feared, and not some flying birthday cake!

The REAL How to

When a UFO squad has all spawned in, save the game and use then use the editor to change ownership of those UFOs to Xcom. Reload the edited savegame then control the UFOs as you normally would (if a UFO ship icon is pictured in the "show hostile vehicles tab", just right click on it to deselect it. It will be back in "Xcom craft" tab.)

If you attack a building and the UFO ownership is Xcom, then Xcom is attacking, not aliens. To make an attack work, move the craft far away from your target building, then make them attack it. BEFORE any missiles or guns are fired, save your game and change ownership of the UFOs back to ALIEN. (NOTE: if the now alien-owned UFOs are still in your vehicles tab, left click on a normal vehicle and then the invalid vehicles should disappear). Enjoy the show.

REMEMBER: don't access the craft inventory button if you have invalid ship types under you control = game crash.

Name Structure

These are the naming conventions I use for EU and TFTD. I ignore everything except these listed. To me, the most important attribute is BRAVERY before knowing Psionics. After I know what the psi Strength is, Bravery is then ignored as a filter for crap agents.


BELOW NOT YET FINISHED

Statistics

  • Bravery (BRV)

SAX = 10 or 20 (bad)
BRV = 50 or 60(good)
BRV+ = +70 (very good)

  • Reactions (FT)

FT- = 30 to 39 (bad)
FT = 50 to 59 (good)
FT+ = 60 to 69 (very good)
FT* = +70 (excellent)

  • Accuracy (SNP)

SNP- = 40 to 49 (bad)
SNP2B= 57 to 59
SNP = 60 to 69 (good)
SNP+ = 70 to 79 (very good)
SNP* = +80 (excellent)

  • Strength (STR)

VWK = 20 to 24 (very bad)
WK = 25 to 29 (bad)
STR = 40 to 49 (good)
STR+ = 50 to 59 (very good)
STR* = +60 (excellent)

  • Nothing Outstanding (GRNT)


GRNT = average soldier (no negatives or positives)

Specials

  • Super Soldiers (HERO)


HERO2B= BRV+50 and SNP2B
HERO = BRV+50 and SNP+60
HERO+ = BRV+50 and SNP+70
HERO* = BRV+60 and SNP+80

Examples

If a stat is unremarkable, then it is not included within the name of the soldier:

Hidden Meanings: bad, average, good, very good, excellent.
SAX:FT:VWK = bravery is bad, reactions is good, accuracy is average, strength is very bad.
BRV:SNP- = bravery is good, reactions is average, accuracy is bad, strength is average.
GRNT = bravery is average, reactions is average, accuracy is average, strength is average.
HERO2B:FT*:STR+ = bravey is good, reaction is excellent, accuracy is ALMOST good, strength is very good.
SNP+ = bravery is average, reaction is average, accuracy is very good, strength is average.

The worst: SAX:FT-:SNP-:VWK = bravery is bad, reactions is bad, accuracy is bad, strength is very bad.

The best default: HERO+:FT+:STR = bravery is goddexcellent, reactions is excellent, accuracy is bad, strength is very bad.

The best trained: (and above) HERO*:FT*:STR* = bravery is very good, reactions is excellent, accuracy is excellent, strength is excellent.