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Old 30-05-2006, 10:41 AM   #2411
seeker_starkiller
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<div class='quotetop'>QUOTE(Hypersniper @ May 30 2006, 11:29 AM) [snapback]233225[/snapback]</div>
Quote:
<div class='quotetop'>QUOTE(seeker_starkiller @ May 30 2006, 10:06 PM) [snapback]233213[/snapback]
Quote:
Help please...



Does anybody have this information? If so, please publish it here so it can be added to the Extras!

[/b]
I do have the OSG and I will post the info on the weekend when I have some free time. k:
[/b][/quote]
Thanks mate, look forward to seeing it.

<div class='quotetop'>QUOTE(Guest @ May 30 2006, 09:57 AM) [snapback]233186[/snapback]</div>
Quote:
Wow fast answer. I'll check that out thanks. Em can I get only those two options without chanching a bunch of stuff in the game? Or maybe the other things this program do are recommended anyway?
[/b]
Yes when you run the setup script for Xcomutil you get the option to install or not install each modification. It's pretty safe to accept the defaults. If you only want the equipment 'memory' and the sorting of soldiers in the craft, you can just have those options.

Generally Xcomutil is designed to make things harder, not easier, but to remove annoying & stupid problems with the game. Beware, it fixes the bug that ignores Difficulty Level, so if you were playing on Superhuman and thinking it wasn't that hard, brace yourself.


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Old 30-05-2006, 10:52 AM   #2412
gregor
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and the ufopedia?
meh it seems they really odnt' have any weight anywhere...

here, maybe this will help:

--------------------------------------
8.1.6 Standard Loadout

Everybody plays differently, so everyone's loadout will be
different. Here are some suggested loadout though...

Regular trooper: best armor, best rifle, at least 2 reloads (4 if
possible), 3-5 grenades, medikit, any other equipment you like

Scout: best armor (flying if possible), one to two pistols, each
with 3 reloads, multiple grenades, medikit, motion detector
and/or mind probe

Heavy Weapons: best armor, rifle or pistol with 3 or more
reloads, heavy weapon in hand, loaded, with at least 3 reloads in
backpack, preferably more, some grenades and medikit. As these
guys do a LOT of damage, make sure they are psi-resistant! (i.e.
high psi-strength, high bravery, and high morale)

If you use designated medics, load him like a regular trooper
except he carries TWO medikits. You'll need one medic every three
to four soldiers. Then no one else will need medikits.
-
-----------------
you can also see how much is the soldier's stregnth in the graphs, which BTW you can also get when you put stuff on him. so you can easilly see if he will still loose any TU or not. i think you can get the screen by some right clicking or something. bah... some expert form this forum will help you better on this one. haven't played it for a while
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Old 30-05-2006, 11:12 AM   #2413
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Ok it looked sweet and I chose some interesting features (equipment memory, troop order in transport, more logical setup of first base) but it kick me out of the game 80% of the time when I enter combat so...

And it looked too complicated to set the order so I'll probably stay with the normal version...oh well.
                       
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Old 30-05-2006, 02:23 PM   #2414
Elon Yariv
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<div class='quotetop'>QUOTE(Guest @ May 30 2006, 11:12 AM) [snapback]233235[/snapback]</div>
Quote:
Ok it looked sweet and I chose some interesting features (equipment memory, troop order in transport, more logical setup of first base) but it kick me out of the game 80% of the time when I enter combat so...

And it looked too complicated to set the order so I'll probably stay with the normal version...oh well.
[/b]
It does that to me too, but it never happens on the first battle I enter that time I entered the game. My solution to this problem is simple- Save the game before and after any battle, this way if you get kicked out you can always return and finish it. If you know you are going to fight a long battle(terror/huge ship/alian base/cydonia) then I advice you to save the game exit the program entirely and reopen it.

I have another problem- Sometimes the game doesn't load and an error window shows up saying: "Patch code timed out".
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Old 30-05-2006, 04:40 PM   #2415
seeker_starkiller
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Oh boy.

Only my second Terror mission on Superhuman and I am getting *Killed*. Using XcomUtil so the aliens really are tougher.

The first run through, I fought to the bitter end, my last guy was killed by the last Sectoid (leader). I guess if I hadn't been trying to take him alive, I would have made it.

Second run through I was a bit more careless about civilian and alien lives and a bit more liberal with the old rocket launcher and HE auto cannon! Still got killed, lots of Psi activity, Sectoids taking 3(!) hits from a Laser Rifle to go down, unbelievable reactive fire from the baddies... ouch. I got out of there with 3 men walking and 3 men wounded, out of a squad of 14. But at least Moscow is safe!

I want Power Suits and Heavy Plasma and I want them now!!

Actually 15 days later my squad is mostly equipped with Power Suits, and the lab boys are working hard on figuring out which end of the Heavy Plasma to point, and which button to push.

(Talking about Xcomutil here...)

<div class='quotetop'>QUOTE(Guest @ May 30 2006, 11:12 AM) [snapback]233235[/snapback]</div>
Quote:
Ok it looked sweet and I chose some interesting features (equipment memory, troop order in transport, more logical setup of first base) but it kick me out of the game 80% of the time when I enter combat so...

And it looked too complicated to set the order so I'll probably stay with the normal version...oh well.
[/b]
Well every time you move between Geoscape and Battlescape, the game will 'kick you out', and you will see a black dos window (this is the XcomUtil loader). Quite often, this dos window hangs. You need to click in it, press enter, maybe press control C. Then you go back to the game! This happens to me all the time but it hardly ever gets stuck. Slightly weird but not too annoying.

If there is just one order of soldiers you want, all the time, in theory you could do this with a save game editor. Figure out the existing order of soldiers, and then edit all the soldiers stats, names, etc so that they are in the order you want.

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Old 31-05-2006, 02:47 AM   #2416
Cockroach
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<div class='quotetop'>QUOTE(seeker_starkiller @ May 30 2006, 06:06 AM) [snapback]233213[/snapback]</div>
Quote:
Help please...

Ok, I tried. I got through 36 pages of posts but I couldn't manage the whole 180! Maybe a search feature? [Oops would that be the button on the bottom left - tried it and found nothing - phew!]

So here's my question: how can I figure out load and encumbrance for my guys?

It's very frustrating because at the moment all I can do is this: guess the load, then at the start of the ground mission, before moving anyone, look at their TUs and see if they are under 100%. If they are too far under, I have to go in and use 'real' TUs to drop equipment. This costs me lots of TUs (due to encumbrance and due to having to drop stuff) at a crucial phase of the game, debussing. Sometimes it's so bad I just leave all my guys in the craft during the first turn, dropping stuff.

Apart from anything else it means the dropped equipment doesn't get used. My whole deployment is a mess.

Also, I like to give rookies heavy loads that make them SLIGHTLY below 100% TUs, as this seems to increase their strength. But it's hard to do sensibly without knowing the weight of anything.

I suppose most people will just stick to the same load-outs for each soldier on each mission. But - soldiers increase in strength, new weapons come along, and some missions require different mixes of weapons.

So it would BE GREAT to know how much stuff soldiers can carry, or at least how much the stuff weighs. I'd settle for that - I don't even know if a stun rod weighs more than a medi kit (I suspect it does), or if an AutoCannon is heavier than a HeavyCannon.

Now apparently this information (equipment weight) did not appear in the original manuals. It appeared in the Official Strategy Guide (OSG), but apparently that is now out of print. I have not been able to find weight info in any of the only FAQs and unofficial strategy guides.

Does anybody have this information? If so, please publish it here so it can be added to the Extras!

Many thanks in advance.

Spike
[/b]
The wiki has most of it along with the stats, at least for the things that are classed as "weapons".
http://www.ufopaedia.org/index.php?title=W...8UFO_Defense%29

As for overloading your rookies, it does nothing but hurt them. Stats are handed out more or less randomly with the number of weapon hits skewing it to one end of the 5 point range or another. If you want to get the best stat gains, you should be doing major HE killing with the guys you want to train

Edit: Found this browsing the site a bit
http://www.ufopaedia.org/index.php?title=Item_Weight
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Old 31-05-2006, 10:07 AM   #2417
seeker_starkiller
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<div class='quotetop'>QUOTE(Cockroach @ May 31 2006, 03:47 AM) [snapback]233388[/snapback]</div>
Quote:
<div class='quotetop'>QUOTE(seeker_starkiller @ May 30 2006, 06:06 AM) [snapback]233213[/snapback]
Quote:
Help please...

[/b]
The wiki has most of it along with the stats, at least for the things that are classed as "weapons".
http://www.ufopaedia.org/index.php?title=W...8UFO_Defense%29

As for overloading your rookies, it does nothing but hurt them. Stats are handed out more or less randomly with the number of weapon hits skewing it to one end of the 5 point range or another. If you want to get the best stat gains, you should be doing major HE killing with the guys you want to train

Edit: Found this browsing the site a bit
http://www.ufopaedia.org/index.php?title=Item_Weight
[/b][/quote]

Many thanks for that, it will make a huge difference in how I can play the game. Also useful tip that I'm wasting my time loading down rookies. It did seem to make them stronger, but in hindsight I suppose it was because they were killing aliens with big heavy rockets, rather than just from carrying the rockets.

Spike
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Old 31-05-2006, 11:48 AM   #2418
Hypersniper
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<div class='quotetop'>QUOTE(Hypersniper @ May 30 2006, 10:29 PM) [snapback]233225[/snapback]</div>
Quote:
<div class='quotetop'>QUOTE(seeker_starkiller @ May 30 2006, 10:06 PM) [snapback]233213[/snapback]
Quote:
Help please...



Does anybody have this information? If so, please publish it here so it can be added to the Extras!

Many thanks in advance.

Spike
[/b]
I do have the OSG and I will post the info on the weekend when I have some free time. k:
[/b][/quote]

Thanks Cockroach. k: I need not post it now. Looks like a good site too.
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Old 31-05-2006, 01:16 PM   #2419
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Yeah nice site. Is it true that it's pointless to have two radar of the same kind in one base??
                       
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Old 31-05-2006, 01:24 PM   #2420
gregor
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and speaking of radar once you have long range do you still need the short range radar?
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Crantius Colto: Fear not. You are safe here with me.
Lifts-Her-Tail: I must finish my cleaning, sir. The mistress will have my head if I do not!
Crantius Colto: Cleaning, eh? I have something for you. Here, polish my spear.
Lifts-Her-Tail: But it is huge! It could take me all night!
Crantius Colto: Plenty of time, my sweet. Plenty of time.
From The Lusty Argonian Maid by Crassius Curio found in TES3: Morrowind
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