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Merciless - An Enhanced Strategic Experience


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#711
Bertilsson

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Can perks be added to small items or is it only possible to add to weapons?

 

If possible it would feel kind of logical to add Squad sight to all scope-items...



#712
jahboh

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In response to post #8315915. #8316638 is also a reply to the same post.

aha now its working thanks for the help. I didnt turn to offline mode.
I thought steam would only "repair" your game when you check the game integrity manually.

#713
Yzaxtol

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In response to post #8321242.

I've been toying with that idea, however squad-sight only works with weapons with the eWP_Sniper property, so... i just put it on Sniper Rifles. I try not to dump too many ideas onto my over-worked programmer as it is :P

#714
Yzaxtol

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In response to post #8321221.

v1.5 feedback should go in the v1.5 Beta Feedback forum, but seeing as I don't get 100% moderator privilidges I'll answer your question.

If you constantly research expensive projects you won't have enough resources to build anything. Pick a research you want, gain enough resources to build it THEN start researching other expensive projects.

f you have research going faster then you have resources you might want to start doing some autopsies/interrogations while you wait. If you've taken South America Continent bonus, just stop researching it won't kill you as much as never building Armour or Weapons will :P

I'm attempting to provide each weapon which it's own specialty so that each weapon choice has a defining method of dmg output. You'd never try to Rapid-Fire someone in Heavy Cover, but a Sniper Rifle with it's aim and crit bonus would probably focus on the aliens hiding in heavy cover while the Muton Berserker will get shredded by heavy weapons.

Now that I think about it... aliens can be further modified to be weak to certain attacks
e.g. 'Resilience' anti-Sniper, Dmg Reduction: Anti-Heavy, Un-flankable: Anti-shotgun, etc etc

Something to think about.....


#715
Yzaxtol

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In response to post #8321221. #8322133 is also a reply to the same post.

Some aliens are being given negative Damage Reduction and extra health to make the LMG a much more desirable weapon against these aliens.

In addition to removing the MoveLimited property.

Edited by Yzaxtol, 24 June 2013 - 06:34 PM.


#716
Soronarr

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In response to post #8320725. #8321098 is also a reply to the same post.

Can you tell em how to edit interceptors?

It's been a while since I modded XCOM and some things have changed. I don't recall ever seeign intercetor stats anywhere.
Will resource hacker be enough or is that hidden in some .upk file?

#717
Yzaxtol

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In response to post #8320725. #8321098, #8323395 are all replies on the same post.

It's hidden in the .upk files

#718
Soronarr

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In response to post #8320725. #8321098, #8323395, #8323830 are all replies on the same post.

Can you tell me which one and how do I change it?

#719
Haruspice

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It seem on 1.4 that Rapid Fire / Double Tap , are sometime non-fonctional.

What do I mean about :

- Rapid Fire : Activate Run 'n Gun , try the good ol' Shotgun in da Face tactic and admire the sheer stupidity of my operatives who didn't aknowledge my rapid fire order. (Note : he doesn't always happens but it's more frequent when you let the aliens with low hp from the first shoot)

- Doule Tap : Just won't work unless the Sniper miss the first shot (which is highly unlikely).

Edited by Haruspice, 25 June 2013 - 04:56 PM.


#720
Yzaxtol

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New Beta Version with some minor tweaks and many fixes.

Oh and the .exe editing is now automated.

Edited by Yzaxtol, 27 June 2013 - 08:13 PM.





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