Normal Point Two
Is Normal too boring, but Classic is too hard? Then maybe Normal Point Two
will add just a pinch of excitement.
Normal Point Two
Started by
Site Bot
, Oct 20 2012 05:37 PM
15 replies to this topic
#1
Posted 20 October 2012 - 05:37 PM
#2
Posted 21 October 2012 - 05:23 AM
Thanks for this. I'm getting my butt kicked all over the crash site. I'm no hard core gamer but I enjoy the game.
#3
Posted 21 October 2012 - 11:55 AM
This seems very interesting for me but I have worries about compatibilities among different mods here on Nexus. Could you please provide insight as to what may or may be not compatibile? I'd like to use this along with Graphics Mod - X-COM Enemy Unknown UPDATED by philstatUK and Anti cheat mod for classic difficult with abduction and terror ufos.
#4
Posted 22 October 2012 - 01:05 AM
Uh, this mod definitely does more than just ramp up alien AI.
Even on the very first mission, it's apparent the Sectoids have the +10 to aim and crit as per vanilla Classic.
According to the mod description, however, it's not supposed to do that. Well, it does. My very first mission, everyone killed getting criticalled by sectoids, despite being in full-cover every time.
Do I only need to restore the old .exe to uninstall this mod? Sorry, but it just doesn't do what it advertises. You've clearly made mistakes and left several vanilla Classic difficulty-ramp-ups enabled.
Edited by ninotoreS, 22 October 2012 - 01:06 AM.
#5
Posted 22 October 2012 - 01:09 AM
Wait.
Just thought of something.
Does enabling Ironman alter any difficulty settings?
I'm wondering if this mod doesn't properly affect in-game Classic *if* Ironman is enabled. Because that would explain my issue.
Edited by ninotoreS, 22 October 2012 - 01:12 AM.
#6
Posted 22 October 2012 - 01:17 AM
Thanks, just what I was looking for! Second playthrough time
#7
Posted 22 October 2012 - 01:56 AM
Well, I just started another new game and new first mission, this time with Ironman off, this mod installed, and Classic difficulty selected.
Sectoids are still as ridiculously accurate shooting enemies behind full-cover as in vanilla Classic, so yeah, this mod doesn't work as advertised. Oh yeah, and I didn't mention this before, but rookies also panic at the drop of a dime, same as vanilla Classic. That, too, hasn't been altered.
If you changed anything about vanilla Classic, then it must be only economic, panic, and unit health related.
Author, you either need to reexamine your mod, or change the mod description.
Thank GOD I didn't immediately start playing with this mod with my real vanilla Normal-Ironman campaign.
Sectoids are still as ridiculously accurate shooting enemies behind full-cover as in vanilla Classic, so yeah, this mod doesn't work as advertised. Oh yeah, and I didn't mention this before, but rookies also panic at the drop of a dime, same as vanilla Classic. That, too, hasn't been altered.
If you changed anything about vanilla Classic, then it must be only economic, panic, and unit health related.
Author, you either need to reexamine your mod, or change the mod description.
Thank GOD I didn't immediately start playing with this mod with my real vanilla Normal-Ironman campaign.
#8
Posted 22 October 2012 - 05:04 PM
You don't seem to have all of the second wave options unlocked.
Edited by Puerkl8r, 22 October 2012 - 06:51 PM.
#9
Posted 23 October 2012 - 12:40 AM
Any word on whether this mod works or not? I tried both this and .5, got an error message when trying to run the modpatcher.
When I started a new impossible game, my dudes all had 5 health, but I'm assuming that it's 4 HP + 1 HP from the armor.
This would be the perfect mod, if it'd only work.
When I started a new impossible game, my dudes all had 5 health, but I'm assuming that it's 4 HP + 1 HP from the armor.
This would be the perfect mod, if it'd only work.
#10
Posted 23 October 2012 - 02:36 PM
miraclefreak: As noted, this mod will not work with any other mod that also patches the DefaultGameCore.ini file using modpatcher.exe; if the other mod contains a DefaultGameCore.mod or similar file, it will overwrite this one. Hopefully soon somebody will develop a mod patcher that can combine files, but until then your only option would be to blend the two files yourself by hand.
ninotoreS: Aliens can still crit even without the +10 bonus, you know; you may have just gotten unlucky. If you open up the .ini file included in the download and compare the "BalanceMods_Normal" lines agains the "BalanceMods_Hard" lines you'll see that this patch makes them exactly the same: no health changes, no aim or crit bonuses. (Note that the "BalanceMods_Classic" lines are actually for the Impossible difficulty; the .ini files are strange, check the Modding forum if you don't believe me). It's possible that the patcher isn't working correctly for you -- can you verify that your starting soldiers have the right amount of health, for example (5+1)? You can also find your XComGame.exe and verify that there is an xcom-original.exe backup file with an older timestamp.
Puerkl8r: Not sure what you mean; I just turned on the "enable second wave" flag which I presume will unlock that whole menu, is it not showing up for you?
SausageKing: This mod applies to the Classic difficulty, not Impossible; if you play on Impossible you will see no changes at all, so 4+1 is correct. Also, running modpatcher.exe directly won't work since it doesn't know what file to apply as a patch; run the included .bat file instead, which will run modpatcher with the right argument.
Edited by taleden, 23 October 2012 - 03:24 PM.



Sign In
Create Account
Back to top









