Edited by csirgli, 08 June 2013 - 06:22 PM.
ResourceHacker
#61
Posted 08 June 2013 - 06:08 PM
#62
Posted 20 July 2013 - 09:18 AM
I'm using the Hosts file edit to block XCOM from calling home. Is that not working anymore?
#63
Posted 28 July 2013 - 10:27 PM
How do you edit the 'ingredients' that those exotic weapons and other items, need to be produced in the factory? For example the Mind Shield deal needs an Ethereal Corpse...
I see where you can edit various stuff in the ItemBalance section, like; cash, elerium, alloys, and time... but nothing about various corpses or anything else out of the ordinary.
Is there a way to do that with this mod?
Thank you,
Shawn
#64
Posted 29 July 2013 - 09:39 AM
Questions about how to create mods are best directed to the Mod Talk forum. Do a search on 'Foundry Projects' there for lessons learned by past efforts to create similar changes.
Without a mod to enable full loading of the DefaultGameCore.INI (DGC.INI) file, only the 'Balance Mode' changes will be read. See the Wiki article 'Basic Guide to installing mods'. But most of the Strategy Game elements such as Foundry Projects require changes to the XComStrategyGame.UPK file directly, which means hex edits. It can be done, but you have to be willing to take on the learning curve. Other tools to help with this are listed on the Wiki in the 'Modding Tools' article, as well as some tutorials on how to make such edits. And as you are so recent to the scene you really should look over all the articles in the 'Category:0 Start here' section.
Meanwhile you might find some the overhaul mods under 'Gameplay Effects' on Nexus, like 'Long War', 'Warspace', 'YAXO', 'Alpha Strike', or 'Merciless' have done most of what you want in terms of a rebalanced game.
-Dubious-
Edited by dubiousintent, 29 July 2013 - 09:43 AM.
#65
Posted 13 November 2013 - 01:19 PM
#66
Posted 13 November 2013 - 03:36 PM
I have tryied this version and after compiling and saving a got errors when i try to run a game (it doesn't matter what a edit - I have added a single number then delated it and compile, it still give errors)
#67
Posted 14 November 2013 - 11:24 AM
Love this tool
#68
Posted 15 November 2013 - 12:13 PM
#69
Posted 15 November 2013 - 12:26 PM
#70
Posted 15 November 2013 - 02:00 PM
nevermind just open the enemy within exe and it's work just fine.
Edited by Yustarius, 15 November 2013 - 02:09 PM.



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