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Need some help making some modifications to long war - Willing to pay $$


Ucross

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Hi everyone,

 

I was hoping someone could help me with modifications. It's a little beyond me to make these... I've dabbled a little but don't have the time. However, I am willing to pay someone to help me.

 

If anyone could respond I'd appreciate it. Just respond with what you'd want and how long you think it would take to occur.

 

AzXeus has been helping me and I donated $50 to him already but I think he doesn't have time on his own.

 

Here is a list of what (ideally) I'd like changed (perferrably in a .txt that could be used with PatcherGUI):

 

Extra Conditioning provides 2 mobility and 3-6 health (depending upon armor)
Will to survive provides 4 health, and 1.5 DR in cover
Tactical Sense grants 5 defense per enemy spotted and a permanent 2 mobility
Low Profile grants 15 def in light cover and 10 aim/defense
Resilience grants immunity to crits and 1 DR
Savior grants 4 mobility
Damage Control grants 2.0 DR after being hit
Executioner aim/crit bonus to +25 (from +10)
Damn Good Ground def bonus to +30 (from +10)
Deadeye grants +30 aim vs fliers (from +15)
Disabling shot grants +30 aim only when using the ability (from -10)
Sprinter grants +6 mobility (from +4)
Flush grants +60 aim (from +30)
Platform stability aim/crit to +15 (from +10)
Combat Drugs crit/will bonus to +35 (from +20)
Smoke grenade normal defense to 30 (from 20)
Dense smoke defense to 45 (from 40)
Lock n' Load grants +2 ammo (from +1)
Snap shot completely removes restrictions on moving and firing of sniper rifles and rocket launchers
Fire in the hole grants +20 aim for rockets (from 10)
Chittin plating effect to 66% reduction (from 40%)
ITZ grants +10 aim and all penalty on subsequent shots are removed
Field medic grants the paramedic ability and 3 free uses of medikits (from 1)
Shock Absorbent Armor to 50% reduction (from 33%)
Jetboot Module grants +4 mobility when activated (from 0)
Repair servos can heal 100% of the damage taken (from 50%) (but each damage taken still decreases the total pool to be healed by half)
Steadfast grants 0.5 DR (from 0)
Killer Instinct always grants +5 base damage (+7.5 crit damage) on critical hits
Shredded effect is 50% (from 40%)
Reactive targeting sensors grant +10 aim on overwatch shots (from 0)
Rapid Reaction grants +15 aim on overwatch shots (from 0)
Sentinel grants 3 overwatch shots (from 2)
Opportunist grants +30% crit chance on overwatch shots (from 0)
Covering Fire grants +10 aim on overwatch shots (from 0)
Ready for anything grants +20 aim on overwatch shots (from 0)
Heavy floaters no longer start with bombard
Arc thrower is a primary weapon and has a 2 turn cooldown
Mag Pistols (foundry project) Grants +1 ammo to pistols (from +8% critical hit chance)
Grenadier allows for a free action if an offensive grenade is used as the first action of the turn (may not be possible)
Aliens in Landed UFOs have +2 months of research (instead of +1 month) (may not be possible)
Light 'Em Up grants +10 aim if the 2nd shot on the same turn is fired against the same target (may not be possible)
Combat stims can be used on others (like medikits) (likely not possible)
Medikits only heal armor damage (very likely not possible)

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First of all, I am not staff so this is merely friendly advice. But in general postings soliciting the service of modders with the promise of compensation is considered against the forum "Terms of Service". Suggest you PM a moderator as to how you can "clean up" your topic and request into something more compliant.

 

-Dubious-

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