Personally, I dislike the idea very much. It breaks the game mechanics completely and shouldn't be used by anyone. There actually are a lots of ways to set up traps, especially in EW. So no, I won't be doing this, sorry.Any chance to add the aliens move in alien turn only?.
Thanks!.
XCOM Interface Tweaks
#71
Posted 17 March 2014 - 04:46 PM
#72
Posted 17 March 2014 - 04:50 PM
MOD_NAME=SkipRevealCinimatics
AUTHOR=wghost81 aka Wasteland Ghost
DESCRIPTION=Skip pod reveal cinimatics
Version: 1.0
Compatible with XCOM Enemy Within versions:
- all
UPK_FILE=XComGame.upk
OBJECT=XComAlienPod.PlayActivatePodMatinee
REL_OFFSET=0x99
MODDED_HEX=0B 0B 0B
{ end }
If someone still needs this please, check if it works.
#73
Posted 17 March 2014 - 06:26 PM
#74
Posted 18 March 2014 - 03:17 PM
Thanks for your patience by the way. Game is rolling along great!
#75
Posted 18 March 2014 - 04:33 PM
#76
Posted 18 March 2014 - 05:33 PM
(running EW with latest patch)
Did I mention that you're awesome?
Edited by Hexoduen, 18 March 2014 - 05:50 PM.
#77
Posted 18 March 2014 - 05:55 PM
#78
Posted 18 March 2014 - 08:45 PM
Whatever the "proper place" is... that's probably why the (now) old ToolBok version would freeze the initial ThinMen pod on the Portent map (near the ladder on the first building where another is on the roof too).
I've had a few more crashes with Toolbok in a number of other situations and i always thought the "Skip Reveal" option was the real cause of such events. Your comment just acknowledged the probability even further.
#79
Posted 20 March 2014 - 12:25 AM
#80
Posted 20 March 2014 - 05:22 AM
"Soldier Class Probability v.2" — allows to adjust soldier class probability. This version takes into account classes of soldiers in barracks and adjusts current probability accordingly. I.e. if you have too much heavies, heavy class probability will temporarily decrease. Version 1.0 of this mod with independent class probabilities can be found under "Old versions" section.



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