Hmm. A few things you can try. Be sure first to delete the log.txt file in the directory you run the batch file from, in order to analyze with a clean log.
1) Right-click on the batch file and select option "Run as administrator", if that option appears. That may give you permissions to modify the file. I can see that option on a right-click on my batch file copy.
or
2) Add your Windows account to the Administrators group. On my Windows I'm in the local admin group, and I also protect my account with a password. See if adding your account to the group will let you perform option 1) above.
If the Steam programs are installed under a protected directory then that could be a source of permission issues.
If Option 1) fails then post the log.txt file here so we can see if there are any other clues.
Implassic X-Com
Started by
Site Bot
, Oct 16 2012 05:34 AM
64 replies to this topic
#51
Posted 27 November 2013 - 02:21 AM
#52
Posted 02 December 2013 - 03:22 PM
Hi grenademagnet, this mod sounds great! I was wondering, on Clampossible, will enemies just use better Ai tactics, or will they have higher stats too? And can I combine Clormal and Clampossible? Thanks!
Edited by CoronerZg, 02 December 2013 - 03:23 PM.
#53
Posted 03 December 2013 - 02:49 AM
I'll answer this later. I found out Firaxis just released a patch to the game EXE so I need to run damage control to see if anything is broken...
#54
Posted 03 December 2013 - 03:21 AM
Hi, to answer your questions:
1) Enemies and AI: In Clampossible the enemies are using Impossible settings and AI by default. All Clampossible does is set the Geoscape to Classic settings.
2) Combining mods: you can manually combine Clormal and Clampossible. Basically you get an Impossible game with the Normal Geoscape.
To do this you should take all the changes I made in Clormal INI files and place them in the Clampossible INI files. I have comments next to all changes in Clormal and Clampossible to make the task trivial.
So start with the DefaultGameCore.ini files, rename them if you need to tell them apart. Then check for all places I have commented for Clormal and place the same settings in the Clampossible file. Then do the same comparison and copy work for the DefaultGameData.ini file.
Once done, save your files to a new folder where you unpacked the Implassic mod (call it Normpossible, perhaps). Rename your new INI files to the ones the game uses and copy them into your EW game's config folder, overwriting my mod's INI files.
Once you look over the files you should see it's simple to do, just takes a little time. It's basically the same comparison process I used to make all the other Implassic variations.
Normal is not much different than Classic on the panic settings, so if you want even more reduced panic, use my ClormalPlus files as your base.
1) Enemies and AI: In Clampossible the enemies are using Impossible settings and AI by default. All Clampossible does is set the Geoscape to Classic settings.
2) Combining mods: you can manually combine Clormal and Clampossible. Basically you get an Impossible game with the Normal Geoscape.
To do this you should take all the changes I made in Clormal INI files and place them in the Clampossible INI files. I have comments next to all changes in Clormal and Clampossible to make the task trivial.
So start with the DefaultGameCore.ini files, rename them if you need to tell them apart. Then check for all places I have commented for Clormal and place the same settings in the Clampossible file. Then do the same comparison and copy work for the DefaultGameData.ini file.
Once done, save your files to a new folder where you unpacked the Implassic mod (call it Normpossible, perhaps). Rename your new INI files to the ones the game uses and copy them into your EW game's config folder, overwriting my mod's INI files.
Once you look over the files you should see it's simple to do, just takes a little time. It's basically the same comparison process I used to make all the other Implassic variations.
Normal is not much different than Classic on the panic settings, so if you want even more reduced panic, use my ClormalPlus files as your base.
Edited by grenademagnet, 03 December 2013 - 03:22 AM.
#55
Posted 03 December 2013 - 03:44 PM
Normpossible, lolz, sounds about right. Thanks for the answer! And btw, is there really any difference in the AI between Impossible and Classic?
Cause I actually like enemy stats on Classic (impossible Ironman is a bit overkill, and Ironman is a must for me), so I think Implassic will be my choice, but I'd like to play against best AI i can.
Cause I actually like enemy stats on Classic (impossible Ironman is a bit overkill, and Ironman is a must for me), so I think Implassic will be my choice, but I'd like to play against best AI i can.
#56
Posted 07 December 2013 - 04:53 PM
Will this mod work with Us marine Corp Rank Insignia mod & Exalt Missions Reoworked mod? TY
http://www.nexusmods.com/xcom/mods/365/?tab=4&=http%3A%2F%2Fwww.nexusmods.com%2Fxcom%2Fajax%2Fcomments%2F%3Fmod_id%3D365%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D1022238&pUp=1
http://www.nexusmods.com/xcom/mods/428/?
http://www.nexusmods.com/xcom/mods/365/?tab=4&=http%3A%2F%2Fwww.nexusmods.com%2Fxcom%2Fajax%2Fcomments%2F%3Fmod_id%3D365%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D1022238&pUp=1
http://www.nexusmods.com/xcom/mods/428/?
#57
Posted 07 December 2013 - 11:18 PM
I looked at the downloads for both mods you mentioned, and I assume Implassic would be compatible, as the mods don't modify the same files, except for the game's EXE by the Toolboks mod.
I would install those two mods first then try to install Implassic. If the log from the batch shows an OK result then just copy over the two Implassic INI files per the instructions and you should be good to go.
If the log file shows an error, then try to restore the latest EW game EXE from the patch, and install Implassic, then try to install the Toolbok mod for the Exalt mission removal afterwards.
The USMC mod should work OK, as Implassic doesn't touch anything that mod installs.
I would install those two mods first then try to install Implassic. If the log from the batch shows an OK result then just copy over the two Implassic INI files per the instructions and you should be good to go.
If the log file shows an error, then try to restore the latest EW game EXE from the patch, and install Implassic, then try to install the Toolbok mod for the Exalt mission removal afterwards.
The USMC mod should work OK, as Implassic doesn't touch anything that mod installs.
#58
Posted 07 December 2013 - 11:23 PM
To answer your question on AI differences between Classic and Impossible, I have no idea. I believe the AI is the same for all difficulties, it's just on Normal and Easy the combat is made easier for the XCom troops. The game kind of cheats in the combat AI to benefit the player at Normal and Easy. Then on Classic and above the game removes that cheat.
I have seen some odd AI behavior after the latest patch, like the enemies moving and staying at a corner of the map, so it's difficult to tell from playing if there are any specific AI differences. I'm not sure what else in the tactical AI was learned by people reviewing the code in the UPK files.
I have seen some odd AI behavior after the latest patch, like the enemies moving and staying at a corner of the map, so it's difficult to tell from playing if there are any specific AI differences. I'm not sure what else in the tactical AI was learned by people reviewing the code in the UPK files.
#59
Posted 09 December 2013 - 12:57 PM
In response to post #10407101. #10409407, #10409491, #10411840, #10469980 are all replies on the same post.
Yea, I've been starting a lot of new games lately while tweaking the ini files and from what I've seen AI does act differently, but mostly it's based on aim stats and number of aliens, so if aliens has greater numbers, they will use better flanking tactics and be very coordinated. If they have high aim stat, they will be more aggressive, while with lower aim, they will favor Overwatch and ambush tactics. And if Xcom has much greater number of soldiers, aliens will try to retreat and hide and then surprise you after you engage other aliens on the map.
But that's mostly on Impossible (or Impossible/Classic combination), so I can't really say
how does AI act on easy/normal, cause I've never played anything below Classic.
So if anyone wants to start a new game, I'd say Impossible with a bit lower aim/crit/hp stats for aliens
is the most enjoyable combination, cause AI ends up being very smart and strategic.
Edited by CoronerZg, 09 December 2013 - 12:59 PM.
#60
Posted 12 January 2014 - 09:43 PM
"this mod only supports a default steam install"
At the last step of the freaking instructions, right? Because it's totally not something you must know BEFORE you go through all the other steps.
Use some freaking logic. Not everyone has your same exact installation, you must specify these things before, instead of making those cluttered readme's with 99% useless bulls*** infos and 1% what actually needs to be done (in 7 steps instead of 3 necessary, leaving important information last).
At the last step of the freaking instructions, right? Because it's totally not something you must know BEFORE you go through all the other steps.
Use some freaking logic. Not everyone has your same exact installation, you must specify these things before, instead of making those cluttered readme's with 99% useless bulls*** infos and 1% what actually needs to be done (in 7 steps instead of 3 necessary, leaving important information last).



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