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Normal Point Two


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#11
Puerkl8r

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It does but there are actually more option than what shows up, I think to get the rest it requires more than just turning on second wave. Here is the full list: http://www.pcgamer.c...od-second-wave/ It's not really a big deal, I'd be more happy with just somebody fixing the marathon option. Edit: apparently the second wave mod (http://xcom.nexusmods.com/mods/7) has the extra optoins and a fixed marathon, if you wanted to look into it.

Edited by Puerkl8r, 23 October 2012 - 05:49 PM.


#12
SausageKing

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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.


Holy s*** I can't believe I missed that. Thanks for the quick response, this was what my problem was.

Also, thanks for the mod, man. Exactly what the doctor ordered.

#13
Toxic Pickle

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So I'm looking through the list of mods for one that gets rid of the horrible alien crit bonuses and nothing else. Everyone else in the world seems to want to do that, but also reduce satellite costs, add hidden UFO interceptions, change weapon damage, etc.

Finally I find Normal Point Two which does exactly what I want... but the file is hidden? WTF?

#14
taleden

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Toxic Pickle: The file isn't hidden.. just click the "Files" tab, or the green "Downloads" button and then click the only file listed, "Normal Point Two".

#15
Puerkl8r

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after the patch does this get broken and have to be reinstalled?

#16
tekn0mega

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Edited the ini in XCom-Enemy-UnknownXEWXComGameConfig defaultgamecore.ini used your file as a guide for making classic mode a bit more challenging. I think I owe you an endorsement for at least that.

It's pretty easy to do really, just open the file included here with a text editor (notepad++ is best), and just look up the words that match it in defaultgamecore.ini. Then you can manually edit the values. I kept some of the increased alien ability uses, but revoked the silly aim bonuses (same values as this mod).

Edited by tekn0mega, 08 February 2014 - 09:45 AM.





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