X-Com UFO: Experimental savegames

These experimental savegames are just savegames I put together to run a few tests to understand how the game works. If you want to have a look at them, unzip the zip files into any savegame slot

Do take note that these savegames may contain unusual scenarios, maps and other things that will never naturally occur in the game. For example, the tanks in the experimental tank savegame do not exist in the normal game.



Large Scout Bridge Guard Damage Modifier Tests Smoke Grenades Tanks Zombies AP/HE Chryssalid test

Large Scout Bridge Guard

Every so often a guard is spawned in the bridge of a Large Scout that will remain stationary and will never come out unless you in come after it - all the others will eventually leave the ship given time (40 - 80 turns, for example), but this one will not. I found that you can actually get the guard to come to you if you stand in one of the corners of the left passage. On the next turn, it should be in the next room, exhausted, meaning it'll be safe to approach it and attack it with a point-blank shot. The following game is here to allow you to experiment with this in a variety of ways.

Note however that this apparently doesn't seem to work on every mission, as the aliens don't get spawned in the exact same spot every time. At least this appears true for the floaters. I have been able to lure out the guard many times with Sectoids though. There's a chance that it might be alien race related.

Brige Guard

Damage Modifier Tests

This is the first in a series of damage modifier tests. The purpose of these saves are to determine (through repetition) exactly how much damage any given unit will take from any given damage type. Like we know a sectopod takes double from laser. But how much does it take from explosive, or armour piercing? To find out for sure, I've stripped off the basic damage reduction 'armour' to get accurate readings of the actual damage that is dealt.

25 HE obdata file - Same as below, but with a minor adjustment.

Test obdata file - This modifies the test weapons to all deal 50 damage. Warning: Do NOT use this in the normal game - especially in the Collectors Edition, as it can cause the game to get unstable and possibly lock up the computer. The aliens aren't built for being able to fire an infinite number of shots during the same turn.

* Heavy Plasma's can now load incendiary rockets and stun bombs.
* Incendiary rockets do 100 instead of 50. Just as a comparison.
Sectopods - For general weapon tests
Sectopod quarters - This is for testing area effect weapons
Reapers - General tests
Reaper quarters - Area effect testing

To use these files, first get a copy of the test obdata file. Make a backup of the obdata.dat file that resides in your game's geodata\ directory. Unzip the obdata.dat in the zip file and place it into the geodata\ directory. To undo this, just overwrite the obdata.dat file with your backup. (Just as a general precaution if you do like to edit your weapons, always make a backup of obdata.dat. If you're overly paranoid, make the backup read only as well!)

Next, get and unzip any of the savegame files into any one of your savegame directories. For large units, I've included two files. One contains a normal unit, while the other contains a split unit where 3 quarters of a large unit have been moved elsewhere on the map. This is so that you can take accurate readings from area effect weapons. You see, you only want the damage to be done once, not 4 times! Unfortunately, for these saves, you can probably only keep the quarters separate for 1 turn.

All targets in these savegames will have the following qualities:

While the weapons and unit information are not what you'll normally find in a normal game, the aim of these tests are to find out the effect the various damage types have on the various enemy units.


Smoke Grenades

smgren.zip

This savegame was constructed specifically for testing the capabilities of smoke grenades. A sectoid and a soldier are spaced at least 20 tiles apart, just out of each others' line of sight. A few hidden soldiers can throw smoke grenades in between. How you go about testing this is up to you. Note: The map used is specific only to this savegame.


smgren2.zip

Same as above, but the stationary sectoid and the test subject have been moved along a bit.



Tanks

tanks.zip

A savegame experimenting with non-standard tanks. Basically this is the result of the fun I had figuring out what stats in the datafiles make up a tank.



Grenade damage tests

bombs.zip

A savegame for testing grenade blast area.



Zombies

chrystest.zip

Same as above, but this time with a crippled chryssalid that'll allow you to turn any of the test subjects into zombies. The chryssalid has been edited so that it will die after a few turns. The 'overseer' unit has 255 all-round armour, so can freely roam amongst the zombies at will (note, this won't protect against chryssalid attacks).



AP/HE Chryssalid Tests

aphechry.zip

Just a simple game with two soldiers, some heavy cannons and a chryssalid. Mainly for comparing the effectiveness of HE and AP rounds. Only enhancements made to this game were to temporarily boost current TUs of both soldiers to 255 for the current round. This is to simulate a whole squad of soldiers firing heavy cannons during the same turn, and to allow the soldiers to be repositioned if necessary.


X-Com, the brand and everything related to it are owned by whoever's got their grubby hands on the license at the moment. The license changes hands almost as quickly as a game of pass the parcel. 1