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kyrub's Achievements
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Kdo potřebuje českou verzi? (Not that I have one, just curious. Thought I have been the only active cz on this forum.)
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Hi BB, I had it like this: root - DawnCityFolder - Maps, Routes etc. root - xcomFolder - combomod etc. I specified the right DawnCityFolder as dawn city location, but the installer kept returning errors "cannot create Dawncity.map ...". I reinstalled, tried again, same error. In my last attempt, I moved DawnCityFolder into the xcomFolder. I specified the new location. To my surprise, it suddenly worked. The small letters problem is extremely annoying, I must say. It happened with different uniforms and also with plane.tab and with many more files. The combomod installed normally, but upon launch of a mission, the game could not read some of the files. --- I finally decided to change the adresses in your java files, as it was quicker to overwrite them than to do it with 30+ files during every install. @Tycho That one is so old complaint, that I don't even remember. I guess I did something wrong in the ini file. It seems to work now.
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Wanted to quickly play this BEST VERSION OF XCOM... ...but the Dawn city install is not working!! BBloke, please help. EDIT: On fourth attempt, it does. I had to copy the Dawn city file into the directory, that's probably the catch. (I still experience problems with files starting with small letters. It would be pretty helpful to have that sorted out). Big thanks to you BombBloke for making this. k
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Solved the freezing, it was extender problem. The MAJOR letters should be fixed probably, in your release. It's island*.rmp and .map and xbases*. Thanks again for the combo, I enjoy it, k
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BombBloke, I am having problem with your excellent patch. I have been trying to install it on another computer, without success. The problem, it seems, stems from file names not being written with MAJOR but minor letters. So, currently the game is unable to open "island.map" and "xbases.map". I figured it out and corrected these manually, but whenever I try to go for tactical, the game freezes without displaying anything. Could you help me (and probably other people having this basic problem)? What more should be renamed (there are hundred of files with minor letters)? Is there any other solution? Could you, potentially, make an upgraded version that solves this problem. I am running Win7, java x64, btw. Thanks, kyrub
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Got it. Will search it through tomorrow by night.
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j'ordos, I've looked at it, have some theories, but... I am afraid I need the big picture to help you.There may be 100 causes of a crash, hard to say from a small portion of code, the context is sometimes crucial. Also, I need to see the hexadecimals (how can you work without them displayed in IDA? I never have them off.) Could you upload somewhere the IDA dbases and exe files "just before" and "just after" the change and PM me the place? (No worry, I will delete it afterwards, not really interested in Apocalypse.)
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What I wanted to suggest (positively), is that Tycho should discuss the mods he plans for the Extender before he puts them in. As he continues TFTDextender as closed private project, the community is forced to simply accept what is put on table, without any say. It leaves me discontent and moaning, but that's his choice. He may end up with long list of unused mods.
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The number for weapon is simply average damage. What "a lot of people" say is often wrong. "Critical hit" does not give sense with X-COM, what would be a 5% damage shot? A sub-critical hit? There's no consistency with original X-COM conception; where the damage is simply a range of values. What is worse, your conception does not work. What is Gillmen autopsy for? The "capped" damage will kill it anyway. So you will have the same rate of kill, with or without it. But I rest my cause, tired of argumentation.
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No idea what you are talking about. What stages? Current code: Gun damage == 0%-200% of stated damage, submit to modifiers, applied to armor. HE damage == 50%-150% of stated damage, submit to modifiers, applied to under armor. No critical hits etc. How does your formula enter into it?
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My take - The general idea is very good, knowing anatomy increases damage dealt. - However, I dislike that actual damage is capped, because, rationnally, you can hit the alien badly, even by hazard. - Even more, you should actually aim for the weak anatomic point, to be more effective. Dealing aimed damage with Auto (or Snap) is a mad, counter-intuitive idea. - So, IMHO: there should be a straight damage bonus for aimed shots, for known enemies (like the damage dealt is 50%-250%). This is a) logical, b) it makes the generally useless Aimed shot worthwile and it gives the game new tactical layer (you may take "finish" shots, that will surely kill something).
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That is great, BB and Tycho, thank you both. Best version of X-COM yet, now more than before. Lack of variety in aliens the only real downside, but it can be sidestepped, partially.
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You are welcome. In some types of program code, the far jumps are recalculated when the program starts. This means that the program will, upon start, overwrite given adresses with new "far jump" location. When you move far jump away, the program still tries to overwrite the location and it corrupts your program. IDA, of course, lets you magically see the overwritten code. That is why it can be used to detect the problems. I learned a self-rule to run every changed code through IDA as a routine to prevent bugs.
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Could I interest you in one mod addition to this version of extender? The case: If you ask, on the forums, which game is superior, EU or TFTD, many will choose the former. The argument (among others) is often put as: the maps were too big, it would take a long time before finishing a simple USO raid. The game becomes unwelcoming for occasional player with little time. While I prefered the wide space of TFTD maps that hide the threats, I must admit that real life have all but suppressed my gaming time. This makes TFTD almost a no-go option. Could there be an option for EU sized maps (4x4) for simple USO raids?
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@BombBloke Deep Ones though have another problem, they will not reaction fire beyond range 9, very poor. Personnally, I could go with Calcinites + adding non- zero Throwing to them. As far as I know, they get a grenade each, with throwing Hopefully it would work (I remember testing it with Reapers, it seemed to work). Are there any sprites necessary for throwing? This would make Calcinite quite challenging in the early game, where grenades represent massive thread. Also, it would force me to use different, spread tactics. (The only small downside is their graphic. It's quite disapointing, while Deep Ones, on the other hand, look and sound quite cool.)