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#41
cam5d

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Hi,

Great concept, is there an option for impossible Geoscape with Classic tactical?

(My thoughts are that the classic Geoscape almost always let's you get ALL continent bonuses if you play your cards right, and sacrifice countries just from your home base, so impossible is more interesting, since many times, you have to decide what to lose. On the other hand, the impossible tactical, after the first 2-3 missions, just forces you to go slower than classic, which may be interesting for some, but a bit, well, boring for other tastes.)

Thanks

#42
grenademagnet

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In response to post #10261915.

In the current mod package that option is not available. I don't have time to add more variations as I'm a one-man modder and adding the existing features took more time than I expected.

However, I have added comments to both INI files to show the mod changes, so from that you should be able to figure out how to adjust the mod to your liking.

Just take the INI files in the Implassic folder, make a copy of the folder (name it your version, cam5d), and look for all changes I made in the DefaultGameCore.ini file to Geoscape settings (like panic and funding levels), and revert them back to the Impossible settings. Leave alone any settings I made changes to for units (usually the tactical settings are in one big section).

In the DefaultGameData.ini file you can probably just use the game's original unmodded one, as that is already set for Impossible Geoscape. So copy the original game's DefaultGameData.ini file into your cam5d version folder.

Then copy both files into the EW \config folder, run the supplied ModHelper utility to force the EXE to read your modified INI files,
start a new game, and should be good to go.

A poster below requested Normal Geoscape and Tactical with Impossible aliens, and I recommended the poster make the changes themselves in the two INI files, and it appears he/she was successful.

#43
grenademagnet

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Build order requests:

I'm finding starting out the first few months with Implassic on Enemy Within is tougher than playing on the old Enemy Unknown. The game's suggestion to get MEC's going first may not be optimal. I'm thinking in my next playthrough I will go with OTS as my priority.

If anyone has any good build orders to suggest feel free to post them, for any variation of Implassic (Implassic, Clormal, etc.). The ones I think sound good I'll include in the FAQ (and give you kudos) in any future updates, and I will also update the FAQ in the first page to include your build order.

In my EU strategy I would rush satellites, but I think that strategy is now a losing one. Perhaps it's better to rush scientists and labs so to get beam weapons quicker?

Edited by grenademagnet, 30 November 2013 - 06:21 PM.


#44
cam5d

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In response to post #10261915. #10266600 is also a reply to the same post.

Great suggestions, I will go ahead with this and report in a couple of days.

Thanks a lot :)

#45
MastaBlastar

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[INFO]> ==========XCOMModHelper========
[INFO]> Attempting to Locate XCOM Install Directory
[INFO]> Using XCOM Installation Directory of [ c:\program files (x86)\steam\SteamApps\common\XCom-Enemy-Unknown ]
[INFO]> Loading Configuration File [ EWConfig.xml ]
[INFO]> Backing up [ c:\program files (x86)\steam\SteamApps\common\XCom-Enemy-Unknown\XEW\Binaries\Win32\XComEW.exe ] to [ c:\program files (x86)\steam\SteamApps\common\XCom-Enemy-Unknown\XEW\Binaries\Win32\bXComEW.exe ]
[INFO]> Applying Patches to [ c:\program files (x86)\steam\SteamApps\common\XCom-Enemy-Unknown\XEW\Binaries\Win32\XComEW.exe ]
[ERROR]> An Error occured during processing:

[ERROR]> System.InvalidOperationException: The Sequence [ 25 00 64 00 00 00 00 00 49 00 6E 00 69 00 56 00 65 00 72 00 73 00 69 00 6F 00 6E 00 00 00 00 00 2E 00 2E 00 5C 00 2E 00 2E 00 5C 00 58 00 43 00 ] was not found
at XCOMModHelper.ExecutablePatcher.ApplyPatch(Byte[] pattern, Byte[] patchData) in d:\Workspace\xcom-mod-helper\XCOMModHelper\ExecutablePatcher.cs:line 54
at XCOMModHelper.XCOMModHelper.ApplyPatches() in d:\Workspace\xcom-mod-helper\XCOMModHelper\XCOMModHelper.cs:line 66
at XCOMModHelper.XCOMModHelper.Execute() in d:\Workspace\xcom-mod-helper\XCOMModHelper\XCOMModHelper.cs:line 42
at XCOMModHelper.Program.Main(String[] args) in d:\Workspace\xcom-mod-helper\XCOMModHelper\Program.cs:line 62
[ERROR]>
The Patching Process was Aborted
I have this happen when I try to install. I had a mod that made panic not affect continents, only single countries, but I verified all my steam files and I think it replaced the files that were modded. Think I should do a whole clean install? Also, is there any way to add more item slots in? I think one item slot is dumb. That using a scope prevents you from carrying a grenade. I know, its a balance thing, but 2 item slots would be keeeew.

#46
grenademagnet

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In response to post #10290317.

Based on the log it appears the ModHelper program did not find the sequence it expected in the EXE file. So you should try replacing the game's EXE file (XComEW.exe) with a backup. If that back-up fails then you should remove the XComEW.exe and then have Steam attempt to reinstall only the EXE file for you (to avoid a full re-install).

For adding more slots, I am not sure if that's an INI file change or requires modding the UPK files. Perhaps check the modding forums here and post the question if it's a simple change. Or check some of the more sophisticated mods (like Long War) and ask how they added more item slots.

This mod is just focused on the difficulty changes. But if people can add the item slots in INI files then people can add that themselves. If it's an UPK file change then hopefully someone can provide a mod for that in a UPK file, or EXE patch. If so then either should be compatible with this mod.

Edited by grenademagnet, 25 November 2013 - 07:32 AM.


#47
MastaBlastar

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Ok, that's cool about the item slots, I just figured I would ask. Also, when I launch the modhelper it just pops up a window and immediately closes. I can see the image of the start screen for the modhelper, but it just closes. I have no idea what the deal is. I did a full reinstall overnight, and still the same issue. I was able to get a different mod working before, but not anymore.

#48
grenademagnet

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In response to post #10300215.

Based on your earlier log, it's possible you are running the old version of ModHelper? The updated ModHelper should detect if the patch is already applied. The latest ModHelper is version 0.31.

Are you using the version 8 download of Implassic? Version 06 of Implassic had the old ModHelper version .30, which would give the log file you listed below.

Try these steps:
1) Check for version of Implassic, version 8. If you do not have it then re-download, remove old version. Uncompress the download into it's own folder.
2) Restore the XComEW.exe file. Just see if you can remove it and have Steam re-install. Should not need to re-install the entire game again.
3) Run the ImplassicEW_patch_v08.bat file. It will pop up a window and then go away quickly, but a log file will be left behind.
4) Check the log.txt file and see if ModPatcher gave a good result. The log file should be in the same folder as the batch file you ran in Step 3).
End of steps.

Edited by grenademagnet, 26 November 2013 - 01:38 AM.


#49
cam5d

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In response to post #10261915. #10266600, #10278268 are all replies on the same post.

Tried your suggestions, worked like a charm, endorsed and thanks a lot

#50
LigHtBlaDeSouL

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When I try to patch my EW installation through the patcher, it finds the steam folder but then gives me an unable to access error, is there any way to manually change all the parts of the .exe that need to be?




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