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#41
Mister Gosh

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@ Echoic

They edit the same file so you would need to merge them. Winmerge is a free program that could make this process a bit easier for you. I think the main differences other than RF would be the reduced soldier HP and increased bonus HP from Armor, right? I think that's an interesting idea.. and I can see how it would effect the game in a positive way. Though it does raise the question If a butt-naked sectoid has the same / more HP than a human.. why bother invading Earth? A Sectoid in power armor would be the master race, right?
I haven't played that mod... what else would you say makes it good?


Well, thanks for the answer, first of all.
I was talking about the Reaction Fire light version, the one that just deals with Reaction Fire. The idea was to merge that concept with Terror From Space mod, because all the ingame changes made by terror from space suit me..
There still are changes I do not like, like less grenade use, but the whole concept of soldiers with one hp + three from base armor in Classic makes the game challenging.
As for the question of butt-naked sectoids, well, I never thought of that. But the atmosphere resulting from the TFS mod is worth ignoring that question, ha ha. Though I'd say that stopping an invasion with such impossible odds is really satisfying.
So, I'll try this program you talked about, and update.

EDIT :
Whoa, this gave me a headache.
I did it manually though. Just to be sure, the RF lite mod does change the "reaction/reaction angle", right? If so, it's easily done with wordpad..
Thanks in advance !

Edited by Mister Gosh, 14 November 2012 - 08:35 AM.


#42
Drone456

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@Mister Gosh & echoic

Maybe Sectoids are more durable because they can psychically block out more pain? Or perhaps they have less vital areas to hit, making them more of a bullet sponge then we would be? Lol not sure, but just a couple guesses as to why they could have more health on TFS.

As for the merging question, you need to change the reaction values and the ireactionrange values. Don't really think you need to change the reaction angle if I recall.

What I did was just compare the uninstall version of RF Lite with the install version (since uninstall would just be vanilla) in notepad++ to see the differences. Just in case you may have missed something, although I'm pretty sure that's it. Make sure to run patcher.bat after you did the changes to TFS though.

#43
Mister Gosh

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@Drone :

this is exactly what I did, and the two merged mods are really nice. Endorsed both!

#44
echoic

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I'm considering releasing a new version to make a small change which would address the balance of Squad Sight... I want to limit the reaction range of sniper rifles to their visible range (this also limits the range of Overwatch).

Squad Sight is probably the single most powerful soldier perk in the new XCOM - I think that it would be tough to choose between Squad Sight and "In the Zone", "Double Tap" or any other end-game perk from the other soldier trees. And, it's one that you can choose with a very low level soldier.

In the original game all units had the ability to free aim so in a way all units had Squad Sight. But, (it seems that) accuracy works very differently in this game. Other than aim climb at close range or the accuracy penalty for shotguns there is no difference between your chance to hit a target at 15 units or your chance to hit a target on the extreme other side of the map. This is why I think Snipers have become so godlike in this new version of XCOM.

So to recap, the changes / situation for snipers in the RF Balance mod would be:

- Option to take an Assault Rifle instead of Sniper Rifle
- Sniper Rifle is still move limited (unless you take Snapshot over Squad Sight)
- Squad Sight becomes an offensive tool only. No Squad Sight + Overwatch or RF.
- Sniper Rifles have the normal close range aim bonus instead of a penalty.
- Sniper Rifles have the new Aim ability.

Edited by echoic, 22 November 2012 - 10:37 AM.


#45
Drone456

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@Mister Gosh

Ah ok, same here.

@echoic

I wish that accuracy worked different in this game, where the distance does matter. However I personally like the idea with having no reaction shot from Squad Sight.

#46
dwiggins44

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I have tried to install the reaction fire mod and xcom crashes on loading every time. I changed the host file and even tried playing in offline mode. Still doesn't work. Am I not doing something right? Once I validate files, the game runs fine. I really like the looks of this mod and would love to use it. Any help appreciated.

#47
echoic

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Okay, it sounds a lot like the problem everyone had when the game was patched recently. If you haven't already, could you please try these steps in exactly this order?

1: open the folder steamsteamappscommonXCom-Enemy-UnknownBinariesWin32

2: Delete the executable xcomgame.exe and the backup xcom-original.exe

3: Verify game files through steam (this will re-download those files)

4: Run the game once (you will see a completing installation popup)

5: Once it has completely loaded and launched you can then quit the game

6: Install the mod (as per usual)

That should do it but please let me know if that doesn't work.

Edited by echoic, 22 November 2012 - 10:36 AM.


#48
iRhuel

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Hi,

I've gotten to the point in my xcom modding maturity where I prefer setting my own values on the vast majority of settings that everyone likes to play with. That being said, I am very interested in one particular feature of your mod, the one that says, "All soldier classes retain the ability to use Carbines such as assault rifles." Does this mean that all soldiers are able to equip assault rifles regardless of class? And if so, would you be kind enough to relate how you accomplished this? Thanks a bunch

-iRhuel

#49
dwiggins44

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Okay, it sounds a lot like the problem everyone had when the game was patched recently. If you haven't already, could you please try these steps in exactly this order?

1: open the folder steamsteamappscommonXCom-Enemy-UnknownBinariesWin32

2: Delete the executable xcomgame.exe and the backup xcom-original.exe

3: Verify game files through steam (this will re-download those files)

4: Run the game once (you will see a completing installation popup)

5: Once it has completely loaded and launched you can then quit the game

6: Install the mod (as per usual)

That should do it but please let me know if that doesn't work.


This worked. Thx man for your help.

Dennis

#50
echoic

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@iRhuel

Yeah no worries, I can certainly help with that. Yes it does mean that any class can use assault rifles.

To make a weapon usable by any class start by finding the entry for a carbine eg: "eItem_AssaultRifle" then replacing any two of its "eWP_None" values with both "eWP_AnyClass" and "eWP_Heavy". Also, If you want assault rifles to be compatible with sniper class only abilities, headshot, squadsight etc you need to add the eWP_Sniper property. Be aware though that eWP_Sniper will make the weapon handle like a sniper rifle, adding the close range penalties as defined in the line "SNIPER_AIM_FALL =******".

eWP_AnyClass: The item can be equipped by assault, sniper and support classes
eWP_Heavy: The item can be equipped by Heavys and should now be compatible with Heavy perks such as bullet swarm.
OPTIONAL eWP_Sniper: Allows the use of sniper only abilities with this weapon but also gives the weapon "Sniper Aim Fall".

All the best with it, for more info check out:
http://wiki.tesnexus...re.ini_settings


@dwiggins44

Ah good... I'm glad it wasn't some new problem / bug!

Edited by echoic, 24 November 2012 - 04:43 AM.





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