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Removing the Incediary Nerf


Shortstop4313

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Okay, after a quick search of the forums, It seems this answer hasn't been posted yet.

 

Since the Fire Damage number seems to only control the size of the fire created, is there a way to adjust that 5-10 damage that impact does, then the 1-12 damage you take for standing in the fire and the 5-10 for being on fire?

 

What file would we start looking for that in?

 

Then, what would be a good proposed amount of damage for the fire?

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You seem to have the nack of asking questions which are impossible to answer at this point in time. :D

 

We don't know where the location of fire damage is. In the DOS version it's probably found in Tactical.exe. Windows CE it has to be in UFO Defense.exe. Low numbers like that are nearly impossible to find as there are lots of possibilities in large file sizes. It also would help if we knew how it was stored. It could be a single number which is changed accordingly, or it could be an equation.

 

My problem with searching for stuff in a unified executable is the approximate location of stuff found in Geoscape and Tactical. If I knew where the tactical info starts, I could limit my search accordingly without wasting 2+ hours scouring the entire executable for, say, radar information. :)

 

- Zombie

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You seem to have the nack of asking questions which are impossible to answer at this point in time. :D

 

We don't know where the location of fire damage is. In the DOS version it's probably found in Tactical.exe. Windows CE it has to be in UFO Defense.exe. Low numbers like that are nearly impossible to find as there are lots of possibilities in large file sizes. It also would help if we knew how it was stored. It could be a single number which is changed accordingly, or it could be an equation.

 

My problem with searching for stuff in a unified executable is the approximate location of stuff found in Geoscape and Tactical. If I knew where the tactical info starts, I could limit my search accordingly without wasting 2+ hours scouring the entire executable for, say, radar information. :)

 

- Zombie

 

Okay, I got two things to search for now! I really was just wondering. 050A and 010C, a looking I will go!

 

I have both versions, so I'll be looking in tactical.

 

I just need to create a save game with a disarmed floater, and a bunch of guys with incendiary rounds so I can test out a few things.

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When programming a formula like that, the normal method is to say ( * RND) + .

 

(Where RND is a random number between 0 and 1).

 

For example, in the case of a unit that is on fire, the range of damage is 5 (maximum - minimum = range, so 10 - 5 = 5), and the minimum amount of damage that can be dealt it also 5.

 

Hence the formula would be (5*RND)+5.

 

In the case of a unit standing in a patch of fire, the formula would be (11*RND)+1.

 

No, I don't have the slightest idea what that looks like once compiled into computer code. :D

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When programming a formula like that, the normal method is to say (<range> * RND) + <minimum>.

 

(Where RND is a random number between 0 and 1).

 

For example, in the case of a unit that is on fire, the range of damage is 5 (maximum - minimum = range, so 10 - 5 = 5), and the minimum amount of damage that can be dealt it also 5.

 

Hence the formula would be (5*RND)+5.

 

In the case of a unit standing in a patch of fire, the formula would be (11*RND)+1.

 

No, I don't have the slightest idea what that looks like once compiled into computer code. :D

 

Usually such ranges are stored just in plain Hex somewhere, it's just a matter of figuring out where.

 

I'm gonna mess with it all tomorrow, crank my dos xcom back to base install, give someone on the first mission a psi amp and then autocannons and incend ammo. Gonna see what can be done.

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Okay, after fooling around with some values, I haven't figured out what determines the 'standing in fire' damage...

 

Searched for 010C (01-12), and replaced them to no effect (except for a non-playable once)...

 

I wonder if maybe the damage value is stored in the 'terrain' info because it seems that the terrain determines the damage?

 

I had a poor loadout, so I forgot to bring the autocannons with incend rounds so I can try to figure out where the 5-10 damage for direct impacts are at.

 

Gonna try to see about the direct incendiary damage next.

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