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Base defence mission save files


talon

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I have a real passion for base defense missions. I find them to be the most fun type of mission in xcom. Even with the supid starter base setup

 

I really like to try fighting against all alien groups for both xcom and terror from the deep

 

At least on normal level difficulty but I

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Jman4117, care to join one of the AARs to get them kickstarted again? I'm kind of wanting to see them reach their completion - and it's a little awkward to take your turn immediately after you've taken your turn. :P

 

- NKF

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I was wondering if they died natural deaths. I know that in all is my turn to go, but in EU 2 persons are MIA and in TFTD 3 persons are MIA, so it was left for 3 persons per game.

 

/OT

 

I don't play regular but If I will have any base defence I'll post it. Though in my playthrough I am already with Flying Suit at the beginning of February.

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Jman4117, care to join one of the AARs to get them kickstarted again? I'm kind of wanting to see them reach their completion - and it's a little awkward to take your turn immediately after you've taken your turn. :P

 

Maybe, how far along are they?

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The UFO one is about midway into the game. No psi screening yet, and for the most part burdened by my 'themed' bases. :P Lots of alien bases to take out. The TFTD one is nearly over, we're just finishing up the remaining tech needed to launch the end-game. Got most of our A-team marked out to train up.

 

@ Talon: sorry, I forgot that I was going mention that there's at least one save in each of the AARs that were made just before a base attack. All set to superhuman. Do-able, but certainly a good challenge. I did the first one (with Lobstermen) for the TFTD game, and it was certainly an experience that I learned a lot from.

 

edit:

 

Here it is:

 

GAME_1.zip

 

It should occur a few days on at the main headquarters.

 

- NKF

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I've been meaning to do something like this for quite a while now, so thought I might take a stab at it tonight.

 

The attached program allows you to toggle whether the aliens are targeting a certain base or not. You stick it in your game folder, run it, select a save, select a base. Simple.

 

It's primitive, though. The way the game works is, the world is divided into twelve regions - one base within each region can be targeted at a time. Or something.

 

Rather then bother with working out WHICH region a base belongs to, this thing sets ALL unflagged regions to point to the base you select. This means the unlucky base will get spammed with attacks from all over the place. It also means that you can't use it to target more then one base at a time, 'cause once you target one, all regions get flagged on the spot.

 

It also lets you unflag bases, so that's not really so much of a problem.

 

Annoyingly, it does seem to work well on "early" saves... Aliens don't seem to like attacking within the first couple of months, even on Superhuman... And yet I've heard of them doing that with unaltered saves, so presumably the collective understanding of how the system works isn't complete yet (I'm fairly sure there's an undocumented thingy stored somewhere which keeps track of which race is supposed to be bombarding you - I've got a save which consistently spits out Mutons, but perhaps that has more to do with the race distribution at my point in the game... Doubt it though.

 

Ah well. Suppose the next step would be to let you dispatch a UFO on a whim, while choosing the alien race involved.

 

Edit: All attachments below are old but kept for the sake of having them. See here for the final version.

 

Base_Defense_Toggler.zip

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BB, you've just given me a lightbulb moment. You could whip up a whole base-defence scenario kit by making a savegame with one base, all the tech researched, lots of cash and the facil.dat edited to build facilities in 1 day (and cost next to nothing) to create an in-game base editor, and use your tool to control when the aliens will act. You could set up any base defence scenario you wanted that way.

 

For some odd reason, this has also given me the idea of using my Neo Lemon soldier sorter source code to create a soldier 'experience simulator' where it zeroes out accumulated experience on all soldiers and then generates new random experience (based on supplied min max values for the number of missions to simulate). A different twist on the soldier max stat cheat utility - only this resets everyone and spits out soldiers as if they were from a game in-progress. Would be a good way to populate any randomly set up scenario.

 

- NKF

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Thanks NKF its sweet

 

you were not kidding about hardness. Despite 3 hangars i still get lobsterman in my spawn points :P

 

 

thats a great program Bomb Bloke

 

does it work on both enemy unknown and terror

or just one of them

 

whats a good program to get all research complete and all items useable

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As far as base/tech/etc editing goes, I got the impression that hatfarm's editor is probably the best out there. Never used any of 'em myself, so I can't say for sure.

 

Doubt I'm that great when it comes to making editor interfaces myself. Made one I felt was quite good - lets you tweak trooper weapons to any specification, and add/delete them from an in-progress battle - but I get the impression I'm the only guy in the world who knows how to use it.

 

A random troop generator sounds like an in-exact science, but would still be pretty cool for the sake of easily creating test scenarios. Have to say that I can't see such a thing being used for actual gameplay purposes; a trained squad just isn't as cool if you haven't personally experienced their history...

 

Polished up my "base attack" trigger thingy a bit today. It now spawns a battleship near your base, and allows you to select the race on board. It no longer attempts to "bombard" the base, instead assuming you'll be happy with one craft "on the spot", which also means it's now possible to target multiple bases at the same time.

 

Has a few flaws. For whatever reason, the battleship will be stationary for a few game-minutes, then blows full-tilt towards your first base (regardless of which one you requested be attacked). I don't know why it waits, and though I have a fair idea as to why it always goes to the first base, the offset that alters that hasn't been documented yet (might research it some other day when I've got the time/inclination).

 

Disabling attacks on a base will attempt to remove any UFOs en-route to that base, but it seems to have about a 50% success rate with that. The UFO goes AWOL from the GeoScape view but may still end up attacking the base anyway. Oh, and don't try to delete a UFO after sending one of your Interceptors after it, that'll probably outright crash the game or something.

 

But, still, it allows you to try an Ethereal base defense mission on your very first in-game week, so that's a step forward in any case. :P Probably works with the same level of effectiveness on TFTD, though I haven't tested it.

Base_Defense_Toggler_v2.zip

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The random stat generator wouldn't be exact science, no. It's random. :P

 

The soldier cheat editors of the past simply maxed stats, so there's no room to improve. With the randomiser I have in mind, it lets you jump into any point in the game and set up a semi-experienced mob out of the box, but with plenty of room to improve.

 

The initial idea was just to randomise the acquired stats. That would be really random and you'd get some very strange builds out of it.

 

I developed the idea further by thinking that I should make it so that the randomiser takes one or two values to specify the number of days I want my chaps to pretend they've survived. Say if you entered, 7, the game will randomise the stats as if the soldier had survived 0 - 7 missions. Or if you enter 5 and 10, then soldiers will randomly have survived between 5 to 10 missions each.

 

Once the min/max values are obtained, zero the accumulated stats, then simulate the missions. This is going to be the hardest part to work out since I need to find a good way to simulate how each soldier earns their mission competencies (hit, throws, reactions, psi, not-panic-under-50-morale, etc) randomly but within realistic numbers. Then use the same rules the game uses to award experience after each mission. Then repeat the whole process for the number of days the soldier has apparently gone on.

 

I guess one probably use for this would be to reset your super soldier team so that they're 'nearly' super-soldiers again. :D

 

That's the basic idea. A bit like the box 'o chocolates that Gump chap likes to buy. Still, I'll have to think over this some more.

 

- NKF

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I'm not sure I can pull that one off. It's a bit beyond me in UFO/TFTD, so odds are I'd only have further difficulty in Apoc (where we don't have anywhere near as much documentation available as to how the game "ticks"). I believe I'd have to decode the equipment data files from scratch, and odds are the flags that need to be tweaked aren't even in there... (They're probably in the EXE somewhere, and I've yet to get around to learning executable debugging).

 

Still, I'll take a stab at working out the files I think might handle it.

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