XCOM ToolBoks
#1531
Posted 25 November 2013 - 01:27 PM
And I just give my MECs a helmet and imagine it to be their head.
#1532
Posted 25 November 2013 - 02:23 PM
I dont like that new retarded console children stuff (powerful transformers, pokemon sectoids, magical invisivility, powers,...). Xcom should be about smart advancing, positioning, and tactical choices instead of magical powers for easy dealing with ugly "pokemonized" aliens:
Remove meld.
Remove MECs. Ugly. It sucks. A big metal robot with a small human head atached....Arrrrrgh. Its demetial. How can someone create that abbomination?
And unbalanced. Why the f**** destroys cover? The game is ok with flanking, supressing, diverting the fire with a dashing and aproaching with good moves, insted of pressing the "I win" MEc button.
Gen labs: Remove it. You dont need armour, dont need reflexes, nor run&gun, nor supression, no tactic, no brain, no emotion: turn on the invisible mode and "voila!" ... You win.
XCOM commander doesnt need magic nor mutants. XCOM commander wins due smart thinking and apropiate strategical and tactical hability. Xcom soldiers must deal with the invasion without transforming themselves in aliens. If not, the alien menace it would prevail, transforming the human race in a mutant one.
But that shark with laser on the head sounds good.
I don't think of it in an "XCOM commander doesn't need magic nor mutants" mindset. I think of it as a soldier's individual choice, or sometimes, an adverse but necessary step to preserving one's life.
If a soldier becomes critically wounded, they can still be turned into a MEC while in the recovering state. I think of it as, "Well, Sally, sorry your legs got melted off by plasma, but it's okay, now you have two brand new, alloy legs that can put a hole through a wall."
For genetic modification, I imagine it from the soldier's perspective. Maybe that soldier loves the idea of being able to jump to the top of a building. Maybe they would adore being able to regenerate from combat wounds faster.
Psionics, not sure you touched on this, but 'magic' seems to involve that... c'mon, seriously... who DOESN'T wanna be able to destroy people with their mind....
Besides, this has absolutely NOTHING to do with ToolBoks. ![]()
-L
Edited by LawhornLeo, 25 November 2013 - 02:24 PM.
#1533
Posted 25 November 2013 - 02:59 PM
- Switch on alien pods at start of tactical game (possible?)
- More Save Editor options
- Explosives do not destroy alien artifacts
- Detect and shoot terror mission ufos
I haven't seen anybody ask for this one yet, and it surprises me, but "amount of meld per container" would be a nice change.
#1534
Posted 25 November 2013 - 03:00 PM
No problem. Im waiting for the custom mods Toolboks feature. I will mod the game, and gen and mec labs never will allowed in my PC. Those weird transformers and pokemons are for others.
The problem is the retarded console child orientation of the last expansion. Next tittle can be worse, and is not improbable we'll meet shark with head lasers or unicorns with flamethrowers in the penis... We'll see.
But true. This has absolutely nothing to do with Toolboks....for now.
#1535
Posted 25 November 2013 - 04:37 PM
Once all the old options are updated, which of these (if any) would you want to see implemented in ToolBoks?
-Sharks with Frickin Laser Beams Attached to their Heads
- Sea bass
Ahhh, what a joy! You have seen my post! (choking, with tears. ).
#1536
Posted 25 November 2013 - 04:43 PM
more than 4 times/mission for ghost armor
increase throw distance (for grenades etx).
#1537
Posted 25 November 2013 - 04:51 PM
#1538
Posted 25 November 2013 - 05:40 PM
Once all the old options are updated, which of these (if any) would you want to see implemented in ToolBoks?
1 - Disable continental panic increase...
2 - Explosives do not destroy alien artifacts
...
3 - Detect and shoot terror mission ufos
...4 - Any simple INI tweaks?
1) I would prefer a parameters driven function for Panic. Such as; Continental Abduction exact values, other Mission(s) variables, fine-tuning whatever else to give better control over the whole feature.
But, there's also the following suggestion i've made on a 2K-Forums Suggestion Mega-Thread. Maybe a bit too complex for your program though; http://forums.2k.com...391#post2657391
2) Nothing i hate more than some silly misfire that blows the Meld-Canisters. Artifacts with explosive might be important to a few players but i'd rather want to get rid of the previous weird bad-luck shots.
3) While you're at it... might as well try catching the RNG for all UFO occurances. The sequencer must be somewhere easy enough to allow for some control. Long-War does it, right? But, we'd (again) need some form of control over what & when such opportunities for interception(s) happen.
4) Speaking of DGC stuff, right? I could think of many juicy features already there for grab. Encoding a lot of them may be somehow a greater challenge... but the more power you could give to us, the better our games. One major wish (if it's even possible to do as various INI tweakings) though -- anything to make the "late-gameplay" *more* involving with numerous missions & UFO landing+crash, etc.
Keep up the great work. We love you!
#1539
Posted 25 November 2013 - 06:03 PM
Not sure whether it is among save editor option, but still want to ask:
during my current impossible game i build 2 sattellite uplinks at month 2 so that they are finished right before second council report - so at the event list they were both before council report, did about 2-3 mission and suddenly 2 sattelite uplinks became AFTER council report!
If i reload save game when i started to build sattelite uplinks and skip all of the missons they are still build before council report, but if i do missions they are moving forward after report
So i want to ask ability to speed up build somehow among save editor options. Or just edit buildings in the headquarters - so i just add those 2 uplinks before coiucil report as they should be.
Thanks for amazing work bokauk!
EDIT: Found another solution for player that experienced similar bug - this is repost from another forum:
"This is how I did it:
1. Installed "cheat engine v6.2"
2. As a first time user I followed the tutorial a few steps, understanding up to step 2 is all that is needed for these instructions.
3. My idea was to use "Exact value" scanning to change in game panic levels and then save my game, but it was way too difficult for a total noob like myself to determine which memory addresses contained the panic levels because the panic levels themselves do not change in real time when on the situation room screen.
4. Eureka - I used cheat engine to TURN BACK TIME, allowing me to build more satellite uplinks and satellites before the next council meeting. This saved me from losing countries at the end of the month. To do this follow these instructions:
a) Zoom out of your base and determine the day of the in game month. For me it was the 27th August so I searched for 27 in cheat engine. New Search - "Exact value, 4 byte scan", the value being 27.
b) Then go to mission control, allow 1 day to pass. LEAVE MISSION CONTROL (may not be necessary) The in game date was now the 28th. Go to cheat engine: Next Search - value of 28.
c) Repeat b, allow 1 day to pass. The date was now the 29th. Go to cheat engine: Next Search - value of 29.
d) By this stage there was only 1 (but occasionally there are 2) memory addresses appearing in the list. Double click value, change to say, 10 - and you now back in time to the 10th of the month, which is enough time to build some satellites and an uplink. All events (projects/builds) continue to take the same amount of time to complete but the council meeting is delayed!"
Edited by dzzirt, 25 November 2013 - 06:25 PM.
#1540
Posted 25 November 2013 - 06:46 PM
- Sharks with Frickin Laser Beams Attached to their Heads
- Sea bass



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