<!--quoteo(post=1615394:date=Mar 18 2007, 08:30 PM:name=Surge)--><div class='quotetop'>QUOTE(Surge @ Mar 18 2007, 08:30 PM) [snapback]1615394[/snapback]</div><div class='quotemain'><!--quotec--> I usually get the flying ones. More mobility, and they can look over trees and hills to spot better. <!--QuoteEnd--></div><!--QuoteEEnd-->
And lets not forget, that tank ammo is free an mission defense.
Hence, rocket and blaster tanks are a great way to improve your base defense.
<!--quoteo(post=1615390:date=Mar 18 2007, 08:05 PM:name=Surge)--><div class='quotetop'>QUOTE(Surge @ Mar 18 2007, 08:05 PM) [snapback]1615390[/snapback]</div><div class='quotemain'><!--quotec--> It just makes them die in three hits instead of two. I don't see what the big deal is. <!--QuoteEnd--></div><!--QuoteEEnd--> Well, as was mentioned, more armor = higher chance of completely deflecting attacks, so its not just more hp like in HL.
<!--quoteo(post=1615390:date=Mar 18 2007, 02:05 PM:name=Surge)--><div class='quotetop'>QUOTE(Surge @ Mar 18 2007, 02:05 PM) [snapback]1615390[/snapback]</div><div class='quotemain'><!--quotec--> It just makes them die in three hits instead of two. I don't see what the big deal is. Why can't you spend several hundred thousand dollars on something so it can do a little more than spot things and not fit anywhere useful? And if I remember correctly, even with the fix, power suits still have more armor.
Btw, Faskalia, thanks for the file.
Also, if you get tired of vanilla XCom, there are a couple mods on the XComUtil site. <!--QuoteEnd--></div><!--QuoteEEnd-->
All I know is I had a tank on a terror mission once which was completely invincible. Nothing could touch it. I realised something was up when it took three heavy plasma hits to the front with no damage to its health OR armour. I saved and had it wait around some more, even letting the same alien hit its rear armour, nothing. I then had my squad surround the tank and hit it with everything we had. Nothing. I turned the "improved" tanks off after this.
But if its SUPPOSED to just make them take an extra hit, then yeah, that would be handy.
Well this is strange, I just got a terror mission and got ANOTHER invincible tank. 8 shots from point blank from a heavy plasma and no damage whatsoever. The tank had already taken a few hits before it became invincible, so i'm just wondering what triggers this....
Hm. Maybe the patch didn't work on mine. Because I still got one-shotted every once in a while. Guess the Utility failed or something. Well okay nevermind then.
<!--quoteo(post=1615608:date=Mar 19 2007, 05:35 PM:name=Surge)--><div class='quotetop'>QUOTE(Surge @ Mar 19 2007, 05:35 PM) [snapback]1615608[/snapback]</div><div class='quotemain'><!--quotec--> Hm. Maybe the patch didn't work on mine. Because I still got one-shotted every once in a while. Guess the Utility failed or something. Well okay nevermind then. <!--QuoteEnd--></div><!--QuoteEEnd-->
You need to launch xcomutil through the runxcomw.bat or otherwise most xcomutil changes wont be in affect.
As far as i remember the improved tanks flag, doesnt effect to tanks armor value, but instead pumps up the resistance vs plasma quite a bit. (I can be mistake though)
<!--quoteo(post=1615611:date=Mar 19 2007, 11:53 AM:name=Faskalia)--><div class='quotetop'>QUOTE(Faskalia @ Mar 19 2007, 11:53 AM) [snapback]1615611[/snapback]</div><div class='quotemain'><!--quotec--> You need to launch xcomutil through the runxcomw.bat or otherwise most xcomutil changes wont be in affect.
As far as i remember the improved tanks flag, doesnt effect to tanks armor value, but instead pumps up the resistance vs plasma quite a bit. (I can be mistake though) <!--QuoteEnd--></div><!--QuoteEEnd-->
The invincible tank thing doesn't seem to have anything to do with that; i've tried lasers, armour piering shells, grenades, the works. Once a tank becomes invincible, its completely invincible.
This really bugs me, because i'm determined to complete this properly, without savescumming, and now I find out the reason my tank has been doing so well is probably to do with a bug. Now I have to wonder whether I should restart and just not use tanks since they seem to cause all kinds of problems... urgh...
<!--quoteo(post=1615611:date=Mar 19 2007, 03:53 PM:name=Faskalia)--><div class='quotetop'>QUOTE(Faskalia @ Mar 19 2007, 03:53 PM) [snapback]1615611[/snapback]</div><div class='quotemain'><!--quotec--> You need to launch xcomutil through the runxcomw.bat or otherwise most xcomutil changes wont be in affect.
As far as i remember the improved tanks flag, doesnt effect to tanks armor value, but instead pumps up the resistance vs plasma quite a bit. (I can be mistake though) <!--QuoteEnd--></div><!--QuoteEEnd-->
I believe it also gives them 100 TU instead of 70.
Huzzah! I just beat the game! ...and there was much rejoicing.
I'm not sure if I enabled the improved tanks (if tanks normally have 70 TU's, then yes), but my plasmatank got seriously owned in the first part of the last mission. I ordered it to leave the Avenger, *zap*, tank dead. I felt kind of <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
Also, if you missed my previous post and the well hidden link, <a href="http://koti.mbnet.fi/retales/Ocean-comic.jpg" target="_blank">here's a result of my inspiration :T</a>
I was taking the giant black smudgy thing to be a UFO half underwater. I think its a joke about the Sectoid Navigator's poor driving skills (crashing on an island)...and then him being asked to "use his psychic powers" to try and figure out why they were mad at him. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
<!--quoteo(post=1615661:date=Mar 19 2007, 04:09 PM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ Mar 19 2007, 04:09 PM) [snapback]1615661[/snapback]</div><div class='quotemain'><!--quotec--> Is it a joke about global warming or something? I don't really get it. It's all smudgy too. <!--QuoteEnd--></div><!--QuoteEEnd-->
I thought it was a reference to how TFTD came about.
<!--quoteo(post=1616696:date=Mar 25 2007, 03:10 AM:name=Cxwf)--><div class='quotetop'>QUOTE(Cxwf @ Mar 25 2007, 03:10 AM) [snapback]1616696[/snapback]</div><div class='quotemain'><!--quotec--> By the way, this thread isn't allowed to die until I get my copy of X-Com working properly. I might need these links! <!--QuoteEnd--></div><!--QuoteEEnd-->
I havent added any utilities yet, so far I can get it to run mostly fine (aside from being incredibly fast), but I'm not sure how to configure the sound so the music will play correctly.
The link posted somewhere above to the MP3 patch asks me to replace all the Midi files, but there aren't any Midi files...
I have the 1.4 patch, but I havent installed it yet since I've been told it corrupts the sound effects files.
If you have the dos version, you should be able to set a blaster waypoint directly above another with the bob actually flying vertically! (In all other versions the bomb will backfire when ordered to fly vertically)
Is the copyprotection still active?/ Is it asking you for codes, printing in the manual?
<!--quoteo(post=1616888:date=Mar 26 2007, 12:49 AM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ Mar 26 2007, 12:49 AM) [snapback]1616888[/snapback]</div><div class='quotemain'><!--quotec--> The XComfix file works fine for me; I just drop it in and away I go. <!--QuoteEnd--></div><!--QuoteEEnd-->
Hmm, thats odd.
Both the xcom1fix.exe and fodders loader were never meant to work with the dos release. Are you sure you are using the fix with the dos release?
<!--quoteo(post=1616875:date=Mar 25 2007, 04:47 PM:name=Faskalia)--><div class='quotetop'>QUOTE(Faskalia @ Mar 25 2007, 04:47 PM) [snapback]1616875[/snapback]</div><div class='quotemain'><!--quotec--> If you have the dos version, you should be able to set a blaster waypoint directly above another with the bob actually flying vertically! (In all other versions the bomb will backfire when ordered to fly vertically)
Is the copyprotection still active?/ Is it asking you for codes, printing in the manual? <!--QuoteEnd--></div><!--QuoteEEnd-->
I didn't know that was broken in the later versions...thats terrible, cause then you cant get it to go up elevators! So yes, I can make them vertical, and do that pretty frequently. For extra accuracy, I usually have them hop into the air above the target at the last moment, and then aim down...cause every once in awhile they miss, and landing at the targets feet is a better backup plan than flying across the map past them. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
And yes, the copy-protection is still active. The 1.4 patch removes this, but apparently it also corrupts the sound effects files, so I didn't install it yet.
PulseTo create, to create and escape.Join Date: 2002-08-29Member: 1248Members, Constellation
<!--quoteo(post=1616905:date=Mar 25 2007, 06:04 PM:name=Cxwf)--><div class='quotetop'>QUOTE(Cxwf @ Mar 25 2007, 06:04 PM) [snapback]1616905[/snapback]</div><div class='quotemain'><!--quotec--> I didn't know that was broken in the later versions...thats terrible, cause then you cant get it to go up elevators! So yes, I can make them vertical, and do that pretty frequently. For extra accuracy, I usually have them hop into the air above the target at the last moment, and then aim down...cause every once in awhile they miss, and landing at the targets feet is a better backup plan than flying across the map past them. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
And yes, the copy-protection is still active. The 1.4 patch removes this, but apparently it also corrupts the sound effects files, so I didn't install it yet. <!--QuoteEnd--></div><!--QuoteEEnd--> It can still move up diagonally, just not completely vertically, which never made much sense in the first place. Hell, it might not even be a bug.
Both the xcom1fix.exe and fodders loader were never meant to work with the dos release. Are you sure you are using the fix with the dos release? <!--QuoteEnd--></div><!--QuoteEEnd-->
Uh, no? It might be the Game of the Year edition or Collector's Edition or whatever. It just says "X-COM" or whatever. I don't read the menus before I actually get in to the game.
Finally got it running. Dos-Box works perfectly! Sounds and everything, and I can set the game-speed to whatever I want.
Only one question: Will the X-com editing utility work on the DOS version? I'm especially interested in modifying the High Explosives to breach UFO walls. Its annoying to always have to go in the front door. <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" />
<!--quoteo(post=1618798:date=Apr 4 2007, 09:48 AM:name=Align)--><div class='quotetop'>QUOTE(Align @ Apr 4 2007, 09:48 AM) [snapback]1618798[/snapback]</div><div class='quotemain'><!--quotec--> They should do that out of the box.. <!--QuoteEnd--></div><!--QuoteEEnd--> An Ufo has 3 type of walls and the outer walls can only be penetrated by a blaster bomb. So while you can blow wholes into the weakest "inner ufo wall" you will never penetrate a ofu hull with anything that does less than 200dmg.
As for xcom-util: It will work with the dos version and also under dosbox!
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->This program modifies saved game files or program files for X-COM: UFO Defense (versions 1.0, 1.4, a Spanish version, and three version XCOM for Windows, from the XCOM Collector's Edition, the Classic Games Collections from PC Gamer and Computer Gaming World, and the version from abandonia.com), UFO: Enemy Unknown (the European release of XCOM, versions 1.0, 1.1, 1.2, and 1.2a), and XCOM: Terror from the Deep (versions 1.0, 2.0, the Italian version, the unnumbered Beta release, and two versions of TFTD for Windows, from the XCOM Collector's Edition and another unknown source), all by MicroProse. It also supports Hybrid games when you have both XCOM and TFTD installed on your system (see the Hybrid Games section).<!--QuoteEnd--></div><!--QuoteEEnd-->
The tops of UFO's can be penetrated by a HE pack, though. Keep that in mind. The top is thinner than the sides. So fly a squad on top, plant a couple HE's, then drop in. Just be careful.
By the time you have flying armor you probably have blaster bombs <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Comments
I usually get the flying ones. More mobility, and they can look over trees and hills to spot better.
<!--QuoteEnd--></div><!--QuoteEEnd-->
And lets not forget, that tank ammo is free an mission defense.
Hence, rocket and blaster tanks are a great way to improve your base defense.
It just makes them die in three hits instead of two. I don't see what the big deal is.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, as was mentioned, more armor = higher chance of completely deflecting attacks, so its not just more hp like in HL.
It just makes them die in three hits instead of two. I don't see what the big deal is. Why can't you spend several hundred thousand dollars on something so it can do a little more than spot things and not fit anywhere useful? And if I remember correctly, even with the fix, power suits still have more armor.
Btw, Faskalia, thanks for the file.
Also, if you get tired of vanilla XCom, there are a couple mods on the XComUtil site.
<!--QuoteEnd--></div><!--QuoteEEnd-->
All I know is I had a tank on a terror mission once which was completely invincible. Nothing could touch it. I realised something was up when it took three heavy plasma hits to the front with no damage to its health OR armour. I saved and had it wait around some more, even letting the same alien hit its rear armour, nothing. I then had my squad surround the tank and hit it with everything we had. Nothing. I turned the "improved" tanks off after this.
But if its SUPPOSED to just make them take an extra hit, then yeah, that would be handy.
Hm. Maybe the patch didn't work on mine. Because I still got one-shotted every once in a while. Guess the Utility failed or something. Well okay nevermind then.
<!--QuoteEnd--></div><!--QuoteEEnd-->
You need to launch xcomutil through the runxcomw.bat or otherwise most xcomutil changes wont be in affect.
As far as i remember the improved tanks flag, doesnt effect to tanks armor value, but instead pumps up the resistance vs plasma quite a bit. (I can be mistake though)
You need to launch xcomutil through the runxcomw.bat or otherwise most xcomutil changes wont be in affect.
As far as i remember the improved tanks flag, doesnt effect to tanks armor value, but instead pumps up the resistance vs plasma quite a bit. (I can be mistake though)
<!--QuoteEnd--></div><!--QuoteEEnd-->
The invincible tank thing doesn't seem to have anything to do with that; i've tried lasers, armour piering shells, grenades, the works. Once a tank becomes invincible, its completely invincible.
This really bugs me, because i'm determined to complete this properly, without savescumming, and now I find out the reason my tank has been doing so well is probably to do with a bug. Now I have to wonder whether I should restart and just not use tanks since they seem to cause all kinds of problems... urgh...
You need to launch xcomutil through the runxcomw.bat or otherwise most xcomutil changes wont be in affect.
As far as i remember the improved tanks flag, doesnt effect to tanks armor value, but instead pumps up the resistance vs plasma quite a bit. (I can be mistake though)
<!--QuoteEnd--></div><!--QuoteEEnd-->
I believe it also gives them 100 TU instead of 70.
I'm not sure if I enabled the improved tanks (if tanks normally have 70 TU's, then yes), but my plasmatank got seriously owned in the first part of the last mission. I ordered it to leave the Avenger, *zap*, tank dead. I felt kind of <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
Also, if you missed my previous post and the well hidden link, <a href="http://koti.mbnet.fi/retales/Ocean-comic.jpg" target="_blank">here's a result of my inspiration :T</a>
Is it a joke about global warming or something? I don't really get it. It's all smudgy too.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I thought it was a reference to how TFTD came about.
I'd hate to explain it, but... the Ethereals got ###### and said "use your psychic powers, moron." basically.
By the way, this thread isn't allowed to die until I get my copy of X-Com working properly. I might need these links!
<!--QuoteEnd--></div><!--QuoteEEnd-->
Sooo, what copy do you have?
Collecters Edition?
Original Does Edition?
Windows Edition ?
I havent added any utilities yet, so far I can get it to run mostly fine (aside from being incredibly fast), but I'm not sure how to configure the sound so the music will play correctly.
The link posted somewhere above to the MP3 patch asks me to replace all the Midi files, but there aren't any Midi files...
I have the 1.4 patch, but I havent installed it yet since I've been told it corrupts the sound effects files.
Is the copyprotection still active?/ Is it asking you for codes, printing in the manual?
Anyway:
Try:
<a href="http://dosbox.sourceforge.net/download.php?main=1&begaming_website_session=9e6d554cc4bb482787308f7f879245e4" target="_blank">dosbox</a>
or
<a href="http://sourceforge.net/project/showfiles.php?group_id=20091" target="_blank">vdmsound</a>
Dosbox is most likely the better solution, because you can slow the game down, by limiting the number of cpu cycles it can emulate.
How to use dosbox in this case:
Install,
create a dosbox shortcut on your desktop,
drag the ufo exe on the dosbox shortcut
press ctrl+f12 until the games runs fast enough
I recommend to fully read the dosbox readme, simply because the program has way too much compatibility options than I could comprehend.
The XComfix file works fine for me; I just drop it in and away I go.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Hmm, thats odd.
Both the xcom1fix.exe and fodders loader were never meant to work with the dos release. Are you sure you are using the fix with the dos release?
If you have the dos version, you should be able to set a blaster waypoint directly above another with the bob actually flying vertically! (In all other versions the bomb will backfire when ordered to fly vertically)
Is the copyprotection still active?/ Is it asking you for codes, printing in the manual?
<!--QuoteEnd--></div><!--QuoteEEnd-->
I didn't know that was broken in the later versions...thats terrible, cause then you cant get it to go up elevators! So yes, I can make them vertical, and do that pretty frequently. For extra accuracy, I usually have them hop into the air above the target at the last moment, and then aim down...cause every once in awhile they miss, and landing at the targets feet is a better backup plan than flying across the map past them. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
And yes, the copy-protection is still active. The 1.4 patch removes this, but apparently it also corrupts the sound effects files, so I didn't install it yet.
I didn't know that was broken in the later versions...thats terrible, cause then you cant get it to go up elevators! So yes, I can make them vertical, and do that pretty frequently. For extra accuracy, I usually have them hop into the air above the target at the last moment, and then aim down...cause every once in awhile they miss, and landing at the targets feet is a better backup plan than flying across the map past them. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
And yes, the copy-protection is still active. The 1.4 patch removes this, but apparently it also corrupts the sound effects files, so I didn't install it yet.
<!--QuoteEnd--></div><!--QuoteEEnd-->
It can still move up diagonally, just not completely vertically, which never made much sense in the first place. Hell, it might not even be a bug.
Hmm, thats odd.
Both the xcom1fix.exe and fodders loader were never meant to work with the dos release. Are you sure you are using the fix with the dos release?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Uh, no? It might be the Game of the Year edition or Collector's Edition or whatever. It just says "X-COM" or whatever. I don't read the menus before I actually get in to the game.
Only one question: Will the X-com editing utility work on the DOS version? I'm especially interested in modifying the High Explosives to breach UFO walls. Its annoying to always have to go in the front door. <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" />
They should do that out of the box..
<!--QuoteEnd--></div><!--QuoteEEnd-->
An Ufo has 3 type of walls and the outer walls can only be penetrated by a blaster bomb.
So while you can blow wholes into the weakest "inner ufo wall" you will never penetrate a ofu hull with anything that does less than 200dmg.
As for xcom-util: It will work with the dos version and also under dosbox!
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->This program modifies saved game files or program files for X-COM: UFO
Defense (versions 1.0, 1.4, a Spanish version, and three version XCOM for
Windows, from the XCOM Collector's Edition, the Classic Games Collections
from PC Gamer and Computer Gaming World, and the version from
abandonia.com), UFO: Enemy Unknown (the European release of XCOM, versions
1.0, 1.1, 1.2, and 1.2a), and XCOM: Terror from the Deep (versions 1.0,
2.0, the Italian version, the unnumbered Beta release, and two versions of
TFTD for Windows, from the XCOM Collector's Edition and another unknown
source), all by MicroProse. It also supports Hybrid games when you have
both XCOM and TFTD installed on your system (see the Hybrid Games
section).<!--QuoteEnd--></div><!--QuoteEEnd-->