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Implassic X-Com


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#31
grenademagnet

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In response to post #10159613. #10160028, #10160332, #10160524, #10161588, #10162207 are all replies on the same post.

Sure thing. Also note you can change those panic settings yourself in the DefaultGameCore.ini file (for a new game) and the game should accept them. In the next Implassic release I'll include a milder Clormal (as mentioned).

#32
Monkeybreadman

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Hello, i have a request. Could you please do a normal difficulty but with impossible number of aliens. I'm grow tired of being sniped by thin men :(

#33
grenademagnet

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In response to post #10181036.

I would like to, but I'm finding adding all these variations takes up extra editing and testing time that I barely have available, as a one-man modder. But in this next Implassic release I'll make it easier for people to make changes themselves like you suggested.

In the next release I'll have all changes commented. So from that you can take the two INI files and modify them yourself to get that difficulty combination. Basically anywhere it's commented in the Implassic mod, just replace those values with the Normal difficulty values you see in the same ini file.

Implassic started as my own simple mod to Impossible I wanted to share. But it also serves as a basis for people to make their own difficulty changes.

Edited by grenademagnet, 18 November 2013 - 05:17 PM.


#34
Monkeybreadman

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In response to post #10181036. #10184423 is also a reply to the same post.

I did what you said and have changed the game to what i'd like, once the .exe has been patched its really very simple. Thanks very much for getting this altogether. Your annotations were very useful too!

Edited by Monkeybreadman, 19 November 2013 - 04:14 PM.


#35
R0meoSith

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In response to post #10181036. #10184423, #10199955 are all replies on the same post.

I don't suppose you could share your changes? I am also after a normal+extra aliens deal. I got pretty lost when i tried looking through the ini's to make the changes myself.

#36
SableShrike

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Howdy! I've been trying to find something like this for Enemy Within ever since it came out. So thanks for keeping things updated!

I'm looking to run a Classic Ironman Marathon game, but I can't get Clormal or ClormalPlus to work right. Normal's too easy what with the gimped AI, and the Classic Marathon geoscape is ridiculous.

I've gotten two weird bugs each time I install this per instruction:

ClormalPlus: Starts out working great, but I get my first Abduction mission completed to odd effect. The two continents I didn't go to both go up 1 Panic, and then the continent I DID go to goes up 1 Panic too! The specific country the mission was in goes down one, but say Nigeria goes down 1 Panic as Africa goes up 1 Panic. Definitely a weird thing with this mod. I revert to vanilla EW, and it's back to normal.

Clormal: Don't know why this would be causing issues, but Clormal Marathon is messing with my research. It messes with the Marathon research times, and it actually resets any research project I queue. I thought this was my own failure to select something the first time, but it's a repeatable issue.

There something weird with Enemy Within's Second Wave stuff that would mess with this mod?

P.S. Dunno if this could also maybe be the cause, but apart from Marathon I have Mind Hates Matter checked. Everything else is a standard Steam EW install with no mods besides this one.

Edited by SableShrike, 22 November 2013 - 02:05 AM.


#37
SableShrike

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In response to post #10240156.

Found and managed to fix the ClormalPlus thing!

The "Panic_Abduction_Thwarted_Continent=1" should actually be a "-1" to decrease panic, not increase it. Just a typo, I'm sure! I've still got no clue as to the whole Clormal/research thing.

#38
grenademagnet

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In response to post #10240156. #10240413 is also a reply to the same post.

SableShrike, thanks for reporting this issue. I'll take a look this evening over your post and plan and update for the mod with any fixes.

#39
grenademagnet

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In response to post #10240156. #10240413, #10240743 are all replies on the same post.

Clormal Marathon: I have commented all changes in the INI files, so I do not know what setting could cause a conflict with Clormal and Marathon. For Clormal I do not believe I change any of the item research times. If you look thru Clormal's DefaultGameCore.ini file there are no item modifiers. I did another file comparison with the game's original DefaultGameCore.ini file and did not find any item changes.

For the DefaultGameData.ini file, I change the EXALT array setting and the MAX_MONE_REWARD_HARD value, but I don't see how those would impact project research times.

If there is some conflict with Marathon I don't know what the source is or how to fix it. The XComEW.exe file is being patched to make the program read the DefaultGameCore.ini file from the local directory, but I don't know how that would cause the Marathon settings to go bad.

If you have any other ideas or thoughts let me know. Perhaps reverify your game cache and reinstall the game and the mod? Yeah, shotgun approach, but I have no other clues.

#40
grenademagnet

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In response to post #10240156. #10240413, #10240743, #10240891 are all replies on the same post.

Ok, I'll fix the typo you found in version 8, will put that out tonight, thanks.




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