Xcom collectors edition




















Amstrad CPC. Apple IIe. Atari 8-bit. BBC Micro. Commodore Commodore VIC ZX Spectrum. Atari Nintendo NES. Nintendo SNES. Nintendo Game Boy. Game data files from the original, unmodded game Universal patch to update the original game to version 1.

Don't have the game? Download it now. If you have a Steam copy of the game, the path to the game files will be automatically detected. Otherwise search for your copy of the game.

Finish the installation Configure OpenXcom Open the options menu by clicking the options button in the main menu. Click on it. The UFOExtender mod is actually like small mods, each one of which you can control in the configuration settings below the "[Loader]" line.

Each line of code has a zero "0" after it. This is the off position. Changing it to one "1" turns that little section of the mod on. A readme file that came with the unzipping explains what each little codeline does in detail.

The most important ones are the bugfixes, there are about 15 of them. Change every one of the little 0's to 1's.

IF the graphics were garbled this should correct them. Another way to tell if the mod is active is that the game's language selections screen will say "all your base are belong to us. Just download the zip file at the bottom right hand of this pages and extract it into your UFO Defense folder. Override as needed. You probably just fixed a slew of bugs! Remember, there are two parts to download and unzip.

I believe you can tell whether the mod took effect by listening to the sounds of the intro. They're much more dramatic a little scary! Dump the 12 songs in that folder. Then, if you haven't already, reopen UFOExtender configuration file the list with lines of code. Go down to the third bracket [Music]. Turn the 0 to 1.

Save the file save the file after every time you adjust it in fact. To test whether or not you were successful, switch the 0 and 1 of the [Music] codeline back and forth and see if the music's any different when you play the game.

Hopefully you will be able to achieve this glory without wasting seven hours of sleep hooray for work in two hours! If you want to dramatically alter the way xcom is played, the XcomUtil is for you, but it's more like a god tool than a game enhancement IMO. It has some benefits but the fact that it cant interface with UFOExtender disqualifies it. While they're both good I think UFOExtender covers a lot of what covers and adds a huge amount of content to boot.

That is all, thanks again for all you guys work, if I overlooked anything big or small post and I'll insert it. I probably wont be catching up on my sleep tomorrow tonight??? Posted 28 October - AM Wow, great job! This is really the one-in-all post. Escort your main troop vessel with other vehicles to draw UFO fire away from your men.

Retaliators are good for this. Once you destroy an alien building, don't launch back home immediately. Wait for a lull in the UFO patrol pattern to make your escape. New aliens arrive through orange teleporter gates every 10 seconds or so. Get in and get out. When asked to destroy objects, you don't have to destroy all the itty- bitty pods and mushrooms. Only the largest objects are marked for X-COM destruction. The exception is the Alien farm, in which all the white cubes must be destroyed.

You can destroy the orange teleporters with vortex bombs. The have little psionic ability to speak of. Choose your human recruits from those with the highest amounts of strength and speed. All human attributes have a base value to which a random value is added. The random value will vary from a minimum of 0 to a maximum stated below.

Their psi-abilities improve through both combat and training. Their physical abilities, however, improve better through combat.

Choose the hybrid recruits with the highest speed, strength, psi-power, and psi-attack, in that order. All hybrid attributes have a base value to which a random value is added. This random value will vary from a minimum of 0 to a maximum stated below. Unlike their human or hybrid counterparts, their accuracy and reactions improve only in minuscule increments.

Furthermore, only through combat will they ever show improvement; it is impossible to train an android. Because Androids are unable to train, from the outset you should recruit the androids with the highest accuracy and reactions. All android attributes have a base value to which a random value is added. In the early missions, the majority will be armed with brainsucker launchers. As the alien forces gain more technology, they will come packing boomeroids, devastator cannons, vortex bombs, and other advanced weaponry.

They make "Growl" noises. After a window of about three seconds, the brainsucker will proceed to suck the brains out of its victim, replacing it with an alien organism that takes over the body of the X-COM agent. Regrettably, the brainsucking process is irreversible. In real-time combat, if there is no one available that can shoot the brainsucker off of an agent, prime and drop a gas grenade. If none are available, drop an explosive grenade.

In turn-based combat, you will have to depend on your agents' reaction fire to protect yourself from brainsuckers. Brainsuckers have been known to leap 50 feet in the air just to suck on an X-COM agent's face. They can not fly. Due to the unusual softness of their bodies, explosives do double the normal damage. They make "slither, slither" noises.

Fortunately, they will not fire their missiles if they are within their own blast radius. They are absolutely immune to stun grenades, so use stun grapples if you want to take one alive. Micronoids have no weapons, but have psi-ability, and will try to mind control your agents when they can.

The Micronoids don't seem to make any kind of noise at all. Like the human cockroach, it will give birth to these hyperworms during its throes of death. It spits a green, acidic ooze. Though fast, they lack finesse and will happily charge straight into a group of X-COM agents. Once one or two squares away, they explode. In turn-based combat, for the most part, you will depend on your agents' reaction fire to protect yourself from poppers.

Some TB players use cleverly-placed proximity mines to kill poppers that would otherwise charge down a corridor. In real-time combat, you can simply direct all your weapons fire at the incoming poppers as they runs toward you. They can make "pitter patter" noises, but they usually just go "BOOM". Once you find them, however, it's not too difficult to fill their balloon-like bodies with lead. We think they make "banshee wailing" noises. She fires an extremely strong acid ooze that your agents would do well to avoid.

Fortunately for them, the Queenspawn has lost the ability to move. Capture the Queenspawn with a string stun gas grenades, throwing one as soon as the other begins to dissipate. They are more heavily armored than Anthropods, and can fly to boot. They too carry a wide variety of weaponry.

They make "rattling bone" noises. They make "phlegm-filled throat" noises. One, they are as heavily armed as you. Two, do you really want to piss off Megapol? Could be worse -- they don't sell you flowers at the spaceport. Buy as many as you can, and fit them with janitor missiles, lasers, or plasma cannons. It does withstand more punishment in battle, but at the same time, it also makes a big, juicy target. If you wish, sell your original Valkyrie to buy hovercars.

Strip its normal complement of cargo and containment bays and refit the Biotrans with shielding. It's also has one of the highest profit ratios of any X-COM produced item. Make them in your workshop and sell them for loads of dosh. This is where you get to use all that nifty out-of-this-world gear you've been researching for the past several days.

Awesome firepower. If you have it, ditch it. This one isn't worth much either. Sell it. You see, it's huge armor protects the tank, not the road. If the road goes poof, so does the vehicle. Might have been very useful if it weren't for the brain-dead combat routine. This makes it a valuable weapon you should put into vehicles that won't be easily destroyed.

Lasers are better. Another good weapon for hoverbikes and hovercars. Great weapon. Shame about the tank. If your target moves, it doesn't matter HOW accurately you hit thin air. They really prolong the life of your combat vehicles. Shields absorb damage that would otherwise strike the vehicles armor. Small shields can absorb points of damage.

Large shields can absorb points of damage. It has a high damage rating, a large ammo clip, and a fast firing rate. Suffers from ammo shortage, but the only weapons that come close in terms of effectiveness are the devastator cannon and toxigun. However, its one of the few X-COM weapons that can punch through the tough armor you'll encounter at the hard skill levels. Toxi-B is good, Toxi-C is even better. Like the autocannon, it comes in handy against the heavily armored aliens.

Fairly accurate even on full auto. You don't have to hold them in your hands; placing them into your backpack is good enough.

Try carrying two. Use one to pop into an alien concentration, and use the other to pop out once they fire explosives at you. The aliens will end up killing themselves. Only the holder can use a medi-kit. No other armor piece is required to fly. If shields fall to zero, apply the remaining damage to 2 2 Divide the vehicle armor by 6. Note: No damage is ever done to the vehicle's armor.

UFO map layouts are the same for each mission. Buildings in the Alien Dimension are completely random apart from the critical areas. Each tactical map square is 1. If shields fall to zero, apply the remaining damage to 2 2 Find out what part of the body is hit 3 Adjust the damage according to the damage matrix table.

Apply the remaining damage to 6 aliens have the same armor value all over. If armor rating falls to zero, destroy armor. Thus, a bullet from a machine gun can be worth anywhere from points of damage. Stun damage does not hurt armor. A stunned unit recovers one point of stun damage each second. Its strength decreases linearly as you move away from the center until it hits zero strength at the edge of the blast radius.

All of these psionic attacks place a further drain on a unit's psi- energy in the form of a maintenance cost. Every four hours, an agent has some chance of improving some physical stats by one point. This percentage is equal to - value of stat. Thus, it becomes increasingly difficult to improve high stats through training. Every four hours, an agent has some chance of improving some psionic stats.

However, an agent can only increase psionic stats to three times their original levels. Furthermore, the amount of improvement depends on the unit's psi-energy. Humans that start with low psi-energy will therefore show almost no improvement even after hundreds of hours.

Psi-energy will increase by 1 point. The units with the highest combat rating are selected for promotion. Rank isn't just for fun.

It actually affects the morale of units. Back at the base, medical bays will restore 0. The blow to a unit's morale score is cushioned by a high bravery score. Morale is affected more by the death of a highly ranked unit than it is by a lower ranked unit. Highly ranked units aren't affected by morale as badly as the lower ranked units.

A panicked unit will either run away, freeze, or go completely bezerk. However, as a unit becomes more encumbered, it will lose time units and speed at an ever-increasing rate. In that time, a unit can move as many steps as its speed. Turning 45 degrees requires one frame. Throwing takes 22 frames. Aiming takes 6 frames. Firing takes 4 frames. Reloading depends on the firing rate of the weapon. Doors open in 12 frames. In turn-based games, movement ability is dictated by a unit's remaining time units.

Enemy units each have a point value listed in the appendix. You don't get credit for kills caused by bleeding. You lose double the points from your Combat Rating for getting an agent brainsucked. Its points are added to your Casualty Penalty.

Getting killed the normal way just adds points 10 per agent to your Casualty Penalty. Your cityscape and combat scores are tallied at the end of the week to determine the adjustments that are made to your funding.

Read a good book every now and again, and don't get hurt! The accuracy of guided weapons such as missile launchers are misleading. If the target is equipped with a personal cloaking device, accuracy is reduced by an unknown, but significant, amount.



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