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Messages - cannonfodder558

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Thanks, ShipIt and DarkRain.

After experimenting a bit with lightcolour, lightintensity and particle size, here we go:
(s. attachment).

Just replace the 0ufo.pk3 in \UFOAI-2.5\base directory with the one attached.
Start the game.
Have fun.


Fore more details:
The absolutely ONLY thing that has been changed in the game files is the appearance of ep ammo shots of the assault rifle/ heavy machine gun/ sniper rifle.


That is exactly and only:
file 1 - weapons_plasma.ufo
lines 389, 410, 433, (assault rifle)
lines 455, 497, 520, (heavy machine gun)
lines 543, 587, 609  (sniper rifle)
=> changed projectile def to bullet_ep / bullet-hmg_ep / bullet-sniper_ep

file 2 - ptl_weaponsfx.ufo
lines 258-324
=> new bullet definitions for ep_ammo
copied the standard bullet definitions,
changed picture to "plasmaPulse"
(used as pic for shots of alien plasma rifle),
changed the lightcolour to the one of ContinousBeam particle,
changed lightintensity to 0.9,
increased the lenght of the bullet_ep / bullet-hmg_ep from 40 to 50.


New recruits were provided later. That seems to be OK.

User modifications / UFO scripting: .ufo files are not permitted for upload
« on: February 20, 2015, 06:57:43 am »
Hello. The extracted files cannot be uploaded. The filetype (*.ufo) is not permitted.

Good morning.

Is there a definition of the parameters?

Maybe a graphical application (freeware?) where colour and brightness can be viewed/selected, and the parameters for the script files are provided?

Hi. I like the colour.

Done it. Yeah, baby!!! BURN!
Thanks a lot again, ShipIt. Understood a bit of the basic mechanism.
Cool. Didn't think it's done so fast on my own, after your help.

As the shots are so fast I'm not sure if they are still cuboid - as the bullets seem to be by default -, or more oval like the alien plasmapulse. But cool, nonetheless.

As far as I understood, I would have to create a new pic to mix colour and shape.

If anybody wants it, too, I'd be happy to share it. But I'd need some help to put the extracted ufo folder with the modified files back into a pk3 in the right way (using winzip7 testversion => how at all, compression level, what else...).

Ah, yes. Thanks.

Thanks a lot for your help, coming into this modding stuff.

It seems that the folder structure and file names are completly different in 2.5 stable.
But I'll try finding my way using this:

I'll sent pics if my soldiers suddenly have pointed triangular ears, three legs and a green skin  ;)).

Have a nice day.

User modifications / Re: how to apply a mod (Win 7)
« on: February 14, 2015, 06:31:20 pm »
I'd like to provide the details for all enthusiastic beginners, like me (starting with the quite cool mod ajguns - I recommend it, works perfectly with 2.5 stable):


Starting a mod via command line:
- WIN + R
- enter: C:\Program Files\UFOAI-2.5\ufo.exe ./ufo +set fs_gamedir ajguns
  (without quotation marks)
- hit ENTER
=> Here we go.

...via Shortcut:
- right-click the standard UFO AI shortcut on the desktop
- select "properties"
  In the register "link/conjunction/assignment" (?)
  there are two spaces that can be corrupted:
  (1) Target: "C:\Program Files\UFOAI-2.5\ufo.exe"
  (2) Execute in/ Working area: "C:\Program Files\UFOAI-2.5"

(I translated the terms from german, so don't burn me if they're titled a bit different in the english win version).

- change the entry in no. 1 exactly - including the quotation marks given - to:
  "C:\Program Files\UFOAI-2.5\ufo.exe" ./ufo +set fs_gamedir ajguns
- save the amendments   

=> Here we go.


 ;D No idea ;D

Have fun.

Bugs in stable version (2.5) / soldier skill-/stats-screen in battlescape
« on: February 14, 2015, 05:46:22 pm »
Couldn't find it on the bug tracker/forum:
(can't provide the ufoconsole.log, it is to big, 8,244 kb - see below)

After removing the unemployed applicants in the employee screens (right-click to the check-boxes) to get faster savegame loading (they are loaded much faster now), a problem appeared in battlescape when starting the game again 2 days later and loading a savegame.

Only if a soldiers is wounded + is/was bleeding, either from current battle or one finished before,

- it takes 1 to 2 minutes to load the skill/stats screen.
- the battlescape in the background becomes very slow,
- there are black lines instead of descriptions of wounding and bleeding points.

When closed, the game returns to normal speed. Soldiers can still be healed.

Everything else seems unaffected. The stats-screen of healthy soldiers are functioning normal.

Didn't get new recruits (soldiers, scientists, workers, pilots) after removing a lot of them as described above. Do they appear when a new month begins? I will keep an eye on that and report.

Intel Pentium 4 3,2 ghz 3 gb ram 32-bit.
ATI Radeon X1950Pro (last available driver for the card from ATI dated 2012, I think)
Win 7 home premium 32 bit edition (up to date)

- 2.5 stable
- downloaded here nov 24th 2014,   and again a few days ago in feb 2015
- applied the ajgun mod (roughly 4 weeks ago)

Attached a savegame.

There's no ufoconsole.log in the ajguns folder where my current savegames are stored in subdirectories.
There is one in the \base directory.

I hope that's what would help. I tried to attach it, bit it is a bit to big (8,244 kb, your limit seems to be 8,192 kb). How can I provide it?

If you need anything else, you're welcome.

UPDATE 18:26:
Started a battle to get soldiers hurt and provide screenshots. Well, as you can see, the problem solved itself. Somehow. The stats screen are correct now.

User modifications / Re: graphical effects/colour of encased plasma rounds
« on: February 13, 2015, 03:09:04 pm »

I'd like shots of ep-rounds fired by Phalanx weaponry (the assault rifle, for a beginning) to have the neon blueish colour and aura (not shape) of shots from the alien plasma rifle in battlescape. 8)

Playing 2.5 stable on win 7 32 bit.

Could you please tell me where to find the values of the alien plasma rifle / colour of shots (if this involves only the colour? If not, I'd appreciate your hints), and the values of the assault rifle/ colour of shots of ep rounds?
And secondly of sniper rifle/ machine gun ep shots, too?

I don't mind if the colour can't be changed by ammotype. If not, I'd like to change the colour of shots in general. I won't use standard ammo any more.

I'd also appreciate you tell me in advance if the proposed change is possible, using the information provided here.

I've no clue of coding/ modelling. Hope it can be done by editing values in files with a text editor.

Thank you very much in advance.

Feature Requests / Re: graphical effects of encased plasma rounds
« on: February 13, 2015, 02:48:05 pm »

I know nothing about coding/modelling.

Regarding this,6780.0.html
maybe a bit logical thinking and experementing is enough for this change of colour.

Feature Requests / Re: graphical effects of encased plasma rounds
« on: February 12, 2015, 02:29:55 pm »


Nice intelligent kind of ehhh...? Rather not.

Sorry, I'm new here. Didn't want to bother anybody. Maybe a fan being a bit to enthusiastic.

Never mind.

Feature Requests / graphical effects of encased plasma rounds
« on: February 12, 2015, 09:00:59 am »

Wouldn't it be cool if ep-rounds fired from Phalanx weaponry had the neon blueish colour and aura (not shape) of shots from alien plasma weaponry?

Yeah! Swallow your own medicine!!! (It's a german idiom, sorry. What is it in english?)
That would be fun!

The reasoning would have to be changed, as it's ENCASED plasma.
Just not to leave all the work up to you:

1st stage
A bit plasma opts out of the shell tip, embracing the bullet. Upon impact, the plasma skin burns a cavity into the alien armour.

2nd stage
The armour-piercing metal tip re-designed from alien materials unfolds it's effect, breaking through the remaining layers. The cavity maximises the destructive power, focusing it on a single

3rd stage
The plasma core is injected, burning the target from within. Metal fragment of the shell provide nice side effects by flippering around inside of the armoured enemy.

I find it a pity just to know I'm using ep rounds, not to see it.

What do you think about that?

Kind regards

Feature Requests / v2.5.0 - v2.5.?
« on: February 10, 2015, 04:07:05 pm »
Probably he plays 2.5.0. Good news, that some speedup improvements were already implemented (about loading looong list of employees)



Is there a version newer than 2.5? And how can I get it? I'm playing v2.5 stable.

Just downloaded 2.5 from the download section here again and re-installed it 5 days ago. I assumed it would contain all fixes up to now. Without getting a separate version number, like 2.5.1.

According to the first screen after game start, it's Win32-version 2.5 dated 2014-april.


I like using monomolecular blades. What a pity they don't have a reaction fire mode (they seem to have none). If your troops are waiting in a cloud of smoke, especially at a narrow passage, knifes drawn, it would make sense. A new tactic. They could stab an alien at least once.

Could you maybe enable reaction fire mode for blades (using them in left hand, while holding the primary weapon in the other hand)? Would give them more weight in close combat.

I'd also like an improved version of the monomolecular knife, same TUs for use, but injecting a few molecules of a poison, dealing 110 damage points.

(optional: the poison confuses the enemy; for a round, they can't differenciate friend or foe, randomly attacking any unit within sight)

I don't feel it would unbalance the game.

Feel free to make any use of that.

What do you think about that?

Kind regards

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