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5 messages
5 total messages Started by Warren A. Smith Jr. Wed, 07 May 2003 04:19
Weird Xcomutil problems
#34920
Author: Warren A. Smith Jr.
Date: Wed, 07 May 2003 04:19
72 lines
3818 bytes
Using the 9.31 beta of Xcomutil with UFO and having some weird things
happen.  Don't know if I did something or what, but I can't imagine what I
might have done.

Research has stopped working in my current game.  I initially researched
Laser Weapons and Laser Pistol.  A self-imposed rule meant that I couldn't
research Laser Rifles until I had researched a better power source, ie
Elerium.  So, I put my 20 scientists on that (all I had) and at the same
time "opened up" a few other research topics with zero scientists assigned
to take advantage of any aliens I might capture.  These included Mind
Probe, Alien Alloys, Motion Detector, Medikit and maybe 1 or 2 others.  On
a terror mission, I capture a Floater Leader and Medic.  I received the
following research notice:

Updating Research Progress:

       Medic :  3961 reduced to 793   : Mind Probe
      Leader :  6211 reduced to 4969  : Elerium-115

I had my 20 scientists on Elerium at the time, and seeing how far off that
was yet, I switched them to the Mind Probe in hopes of finishing that up
quickly.  If I understand it correctly, 793 research hours should take my
20 scientists (time 24 hours) about 2 days to complete, at 480 hours/day.
I researched for over 10 days and still did not complete the topic of Mind
Proble.  At the end of the month, I hired another 30 scientists and put
them onto the Mind Probe project, and another 18 days later, and I *still*
had not researched the topic.  Switching topics yielded no noticable
progress on *any* research topic and even after an entire month, any topic
I was researching is still listed as "Unknown".  I even reloaded from an
earlier save but still am not able to research.

The second problem I've had is in trying to create an EQL file to
auto-equip my troops.  I don't care for the way XComutil does it because it
takes they equipment they had at the *end* of the battle, and by that time,
stuff has been passed around and picked up, so I have to do a lot of repair
on my equipment loadout anyway.  Running

xcomutil game_1 eql wrt

created the eql file, but it's very incomplete.  This is what I got:

/Sn
RH1:Rifle
/c
RH1:Rifle
/cw
RH1:Rifle
/
RH1:Rifle
/M
RH1:Rifle
/HW
RH1:Rocket_Launcher
/Sct
RH1:Laser_Pistol

which is all correct, but I had lots of other stuff like grenades and the
like equipped as well, but this stuff doesn't show up.  I only had a single
soldier with each of the designations above, so that shouldn't be
corrupting the file.  I did not try building the eqp file manually to see
if that worked.

Hope I'm not being a pain.  Thing is, I've used the EQP/EQL feature before
and never had any problems.  I had a clean install of UFO and then put the
Xcomutil beta in the folder and have not used any other utilities or
editors on my game.  I got the beta because I was going to play TFTD and
figured I'd try out the research stuff for that game, but I'll go back and
get the release version of 9.3 and see if that clears up these issues.

Thanks for any help.

Warren
Re: Weird Xcomutil problems
#34921
Author: Warren A. Smith Jr.
Date: Wed, 07 May 2003 04:32
22 lines
1673 bytes
On Wed, 07 May 2003 00:19:39 -0400, Warren A. Smith Jr.
<wsm...@mindspring.com> wrote:

>Using the 9.31 beta of Xcomutil with UFO and having some weird things
>happen.  Don't know if I did something or what, but I can't imagine what I
>might have done.
>
>Research has stopped working in my current game.  I initially researched

OK ... this is embarrassing, but apparently I was thinking more like
Apocalypse instead of XCom.  Re-reading Xcomutil.txt, I find that the
research is calculated in scientists *days*, not *hours*.  So, having 793
days left, for 20 scientists and it makes sense why I didn't seem to be
getting anywhere.  Sure enough, setting the speed to "1 day" eventually
resulted in researching the Mind Probe.

Sorry for wasting everybody's time with a false alarm.  I still appear to
be having problems with the EQL file though.

Thanks.

Warren
Re: Weird Xcomutil problems
#34922
Author: stj... Scott T Jones
Date: Wed, 07 May 2003 04:32
15 lines
1415 bytes
Warren,
        The problem with the research is that the time is in Scientist DAYS not
hours.  You still had 793 DAYS of research to perform.  To make capturing more
important, I increase the standard research times by a factor of 10.
        The autoequip can only look at the equipment when you enter or exit
combat.  Because entry to combat is already messed up, exit was my only viable
choice.  I am sorry that you don't like the EQL/EQP feature, but I gave up on
that to when I went to autoequip.  I only left it in for compatibilty.

-------------------------------
Scott T Jones
Author of XCOMUTIL (current version 9.30)
Author of APOCUTIL (current version 1.00)
-------------------------------
http://XcomUtil.ScottTJones.com
Re: Weird Xcomutil problems
#34923
Author: Warren A. Smith Jr.
Date: Wed, 07 May 2003 04:47
27 lines
2204 bytes
On 07 May 2003 04:32:41 GMT, stj...@aol.com (Scott T Jones) wrote:

>Warren,
>        The problem with the research is that the time is in Scientist DAYS not
>hours.  You still had 793 DAYS of research to perform.  To make capturing more
>important, I increase the standard research times by a factor of 10.

Since realized that.  Thanks.  Sorry for false alarm.

>        The autoequip can only look at the equipment when you enter or exit
>combat.  Because entry to combat is already messed up, exit was my only viable
>choice.  I am sorry that you don't like the EQL/EQP feature, but I gave up on
>that to when I went to autoequip.  I only left it in for compatibilty.

Did you intentionally change the way the EQL/EQP flags work from previous
versions?  Don't misunderstand .... it's not that I don't like it, just
that I thought it was working improperly.  In the past, it generated a full
EQL file for me.  I assume I can still create a full EQP file manually and
have it equip my troops.  That or I'll just get used to the new method.  I
suppose once I get established in the game, the new method will work much
smoother.  Started out, though, with guys dying left and right, battles are
a bit chaotic. :)

I play in spurts and missed a few versions, so wasn't aware that they were
intentional changes.  Thanks for the replies.

Warren
Re: Weird Xcomutil problems
#34927
Author: aa... Hobbes
Date: Wed, 07 May 2003 14:21
44 lines
3027 bytes
> Research has stopped working in my current game.  I initially researched
> Laser Weapons and Laser Pistol.  A self-imposed rule meant that I couldn't
> research Laser Rifles until I had researched a better power source, ie
> Elerium.  So, I put my 20 scientists on that (all I had) and at the same
> time "opened up" a few other research topics with zero scientists assigned
> to take advantage of any aliens I might capture.  These included Mind
> Probe, Alien Alloys, Motion Detector, Medikit and maybe 1 or 2 others.  On
> a terror mission, I capture a Floater Leader and Medic.  I received the
> following research notice:
> 
> Updating Research Progress:
> 
>        Medic :  3961 reduced to 793   : Mind Probe
>       Leader :  6211 reduced to 4969  : Elerium-115
> 
> I had my 20 scientists on Elerium at the time, and seeing how far off that
> was yet, I switched them to the Mind Probe in hopes of finishing that up
> quickly.  If I understand it correctly, 793 research hours should take my
> 20 scientists (time 24 hours) about 2 days to complete, at 480 hours/day.
> I researched for over 10 days and still did not complete the topic of Mind
> Proble.  At the end of the month, I hired another 30 scientists and put
> them onto the Mind Probe project, and another 18 days later, and I *still*
> had not researched the topic.  Switching topics yielded no noticable
> progress on *any* research topic and even after an entire month, any topic
> I was researching is still listed as "Unknown".  I even reloaded from an
> earlier save but still am not able to research.
> 
> Warren

I've played a number of games using the research help option. You need
about some 200 to 250 scientists AND to capture a lot of aliens in
order for the
research to move along otherwise it simply takes a lot of time. 

Scott, btw I'm starting to think that the factor that increases the
number of days needed for a research topic should be further
increased! My UFO games have started to turn into monotony again as
the alien containtment unit gets a bit crowded. Research is definitly
one major factor that can made the game really hard.
I want to check the beta that allows the same option for TFTD but I
haven't had time yet. I will do so but I have a couple of ideas about
TFTD research that I'll later share here.

Andre
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