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Phwop

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  1. Haha, thank you so much... I had totally missed the simplest stuff in the logs and this helped me resolve a couple issues. Typos... <sigh>...
  2. Thanks Dubious! I also have a log file from my player.. looks like it was a Mechtoid drop in. My suspicion is that either the Mechtoid was dropping in and triggering Overwatch, going into Overwatch, or some such thing :/ Log file: https://www.dropbox.com/sh/njsdre62noifxvq/AADEHVh6TpOSRqevt2pVv-2fa?dl=0&preview=Launch-backup-2016.10.09-03.48.00.log
  3. Basically there's one drop in that crashes the game and I'm not sure why exactly. My Art of War mod (http://www.nexusmods.com/xcom/mods/638/?) gives lots of perks that aren't normally available to enemies but the only one that has ever really caused issues is reaction fire on cloaked seekers... and that was a hangup. I'm trying to figure out if it's something I've changed (all my changes are in the dgc.ini and other variable files, no actual code changes) or some known issue. Link to tactical save immediately before crash: https://www.dropbox.com/s/ty577q6b6ci05qh/save44?dl=0%20(Tactical%20screen%20just%20before%20CTD)
  4. This seems like the place to search for a little feedback so here's my perk modifications for the Long War mod. They're definitely past the first draft, but extensive playtesting takes time; it's a long war. The primary driver in what I'm sure you'll notice is a heavily front-loaded perk setup is allowing soldiers to specialize in a tactical role as soon as possible (Sg. or Lt. latest) and then the later levels just make them better soldiers; icing on the cake. I'm less concerned with balance and keeping perks unique to a specific class. I'm more concerned with differentiating the subclasses (there are 8 in long war) and their archetypes (2 per class; each is a build focused on a different tactical strength/approach). If you are going to comment on balance you should have some experience with Long War which I'd say is recognized as markedly increasing the difficulty of the game. If you're unfamiliar with the Long War subclasses... When a soldier selects their Squaddie perk (1st) their choice determines their subclass (ie Lightning Reflexes or Squadsight will determine Scout or Sniper). Each subclass has 2 common perk columns it shares with it's partner subclass and a single column that is unique to that subclass. So there's 2 Sniper/Scout shared columns and a single unique Sniper column and a single unique Scout column. https://docs.google.com/spreadsheet/ccc?key=0AgzXZjFcaOLudC00UUExWlVIM2pMa0lmZk5VT0JIY3c#gid=6
  5. So I'm almost sure I already know the answer here but it's not really feasible code wise to have different critical damage modifiers for different weapons is it?
  6. Thank you so much this helps immensely.
  7. Is there a way to tie perks to weapons? Would this be feasible code-wise? Edit: Found it on the wiki... http://wiki.tesnexus.com/index.php/Claim_and_Perk_File_Changes_Additional_Items_Mod_XCOM:EU_-_2012
  8. Edit: I posted these questions in the Long War mod discussion as well but figured the answers might come more quickly here. A couple perk questions that I will likely discover the hard way if nobody replies... but anyone feel free to reply to what you can speak to. 1) Can Squadsight work with non-sniper units? I read Amineri's forum posts about how it interacts with ranges and ability types but wasn't sure about the reality of giving it to a non-sniper. 2) Does Bullet Swarm only work with the basic weapon attacks? You'll end your turn using Flush and such? What non-basic attacks work with Double Tap (Flush, Headshot, Disabling Shot, Rapid Fire, Suppression, Rifle Suppression, Rocket, Shredder Rocket, Run N Gun)? What non-basic attacks work with Run N Gun? 3) Does Sapper apply to all weapons including a soldier's rockets? 4) Does Rifle Suppression work with Shotguns? 5) Does Bombardier only work with standard explosive grenades? Exactly how much farther can you throw them (same as Battlescanners?)? 6) Does Extra Conditioning health count as "armor" health for the purposes of wounds and recovery? 7) Can Combat Smoke and Dense Smoke stack? Dense Smoke and basic Smoke? :cool: Do Double Tap and Holo-Targeting work together? 9) Will Sentinel and Rapid Reaction net you a max of 3 reaction shots? 10) Does Danger Zone apply to Smoke Grenades too? Anything besides basic grenades, rockets, suppression? 11) How much further do Javelin Rockets actually shoot? 12) Does the 2nd shot of Rapid Fire benefit from a soldier's own Holo-Targeting? Does Holo-Targeting get applied with any of the non-basic attacks? 13) Do enemy overwatch shots account for Tactical Sense, Damn Good Ground, and Smoke bonuses? 14) How much affect does Snap Shot actually have on Rocket range, aim bonus?
  9. I assume this is pretty much impossible, but could civilians and/or some sort of reward/penalty tied to their rescue be added to non-terror missions? Can escorts be added to random missions?
  10. Does anyone know if it would be possible to remove manual reloading from laser weapons and give them a constant reload rate of about 1 shot per round or something similar?
  11. Haha, exactly what I was worried about. I guess I might have to make the time.
  12. Does anyone know yet if it's possible to replace the standard classes with the potential to mix and match various perks? Balancing would be a nightmare, but this would satisfy the requests for further soldier differentiation and additional stats I would think.
  13. I hate posting this without knowing more about the scope of this project but I pose this question: Could a mod be made that takes a spreadsheet of all Characters, Items, Enemies, etc... attributes and then modifies the game files to match any changes? It seems like you can hunt down most items and make the changes by hand now but an easier interface would help open the doors for community balance testing.
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