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morgante

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Everything posted by morgante

  1. Update Improved UI and Improved UI Assets. I had the same issue, that fixed it for me.
  2. Even with all ad-blockers off (which I use for safety to avoid malware injections through add servers)... when searching mods, only the first page ever shows. No matter how many additional items (say, over 600) were available to be displayed, only 1 page appears. I'm no premium member, so only 20 items appear per page. Until this "feature" is fixed to enable non-premium members to browse all entries, I'm done here. Steam workshop is good enough for me!
  3. Both genders please, we don't want to just sexually objectify virtual women here! :devil:
  4. Books, movies, anime, video games and tabletop wargaming are replete with power armored soldiers wielding out-sized/humongous melee ranged weaponry -let's put some in here! Yesterday I watched the Edge of Tomorrow for the 5th time, and damn if that klunky piece of sharpened armor plating that Rita (played by Emily Blunt) swings around in her 'jacket' isn't badass as all get out. Also, refer to any 40k Imperial Thunder Hammer, Powerfist, Chainfist, Lightning Claw, etc. There are a few weapon replacement mods for the Ranger Sword, and that's all this would be as well. Just swap in the mesh and texture for something like Rita's armor blade. Just give it the requirement that it can only be used by a Ranger wearing one of the power armors, and the fantasy is complete! (I've not completed the game, or unlocked every single weapon in the game with Foundry projects. Maybe there ARE power armor only melee weapons already? I read all 8 pages of mod requests, and didn't see this yet, sorry if I'm repeating someone else's request.)
  5. I'm a huge fan of your curiosity and diligence! My first game with Enemy Within I chose the roulette perk option. It has made for a highly replay-able vanilla game, at least until your team releases a ported Long War experience. Amusingly, so far in my play through only the Heavies got the "use medkit 3 times" perk as an option, instead of the Support class, as I've grown accustomed to in LW. Balance wise, because of all the new grenades, secondary slots and medals, that particular perk hasn't been vital to the squad's survival as it was in Enemy Unknown. Considering all the options your team made available before, making LW balanced is gonna be a work of art. I wish you happy delving! Don't forget to finish the game (the base defense mission is sweet)!
  6. Hi Johnny and Amineri, here's the save file you asked me to post on this thread. Like Amonchakad, the version is Long War 1.91, English, Slingshot DLC. Also, I was using Toolboks for Arc Throwers as pistols and used it to modify the DefaultGameCore.ini to grow a super soldier a.s.a.p. to unlock the "Lone Wolf" achievement on Steam. (I modded starting stats for soldiers, maybe I made some of them too high?) The game always crashes CTD's when you try to select Mindfray in the training screen of the Barracks. http://www.filedropper.com/save20 Cheers
  7. I wish I knew the answer too. I'm using the Long War Mod, and adjusted some values of the rookie soldier initial stats using Toolboks at the start of the campaign (to get a soldier that some day might be able to solo an entire mission). The game was running fine until I tried to "rank up" any soldier with the mindfray psi skill. Just clicking on it (to train it in the barracks) causes the game to crash, every time, no matter what else I do. The Psi powers are immensely fun to use, so not being able to level any of them up really screws the game (and will never let me complete the game either). I don't know what to do, other than to re-install the Long War Mod and start over at an easy level to ensure that I can handle the missions with a single soldier in the late game (after psi powers are available).
  8. After two days of waiting for a response in a separate sub-forum, I've copied my request for help making a specific type of mod here. A deeply fulfilling aspect of the older games (UFO Defense and TFTD) was the "bug hunt" -rationing Time Units and using light sticks, scanners and mechanized units to just find the aliens, which correspondingly affected the player's tactics to survive and overcome their enemies. This turned into frustration in a few ways: when the player just couldn't find the last alien, because it was hiding (un-moving) in a closet, stuck in a shadowed cul-de-sac, or even embedded in a solid object (a code bug). Or when the maps and the aliens synergized so perfectly that the alien was almost guaranteed to kill at least one soldier because it could hide in a nook, not move, draw the soldiers in, and then spring out and one-shot-kill them with an attack. I'm looking at you, you creepy jellyfish "Tentaculat." So, I'm trying to find a range of options to either: -expand or reduce the existing fog of war (showing a LOT more or less of the map, regardless of the sight-radius of the player's soldiers) -expand or reduce the existing line of sight between entities (their view distance to each other) -create or adjust a timed effect to these prior two range of conditions So far, two obvious methods have failed: -adjusting the SightRadius of any soldier over the standard 27 square radius guarantees a crash to desktop sooner or later. (Experimentally, I've managed to complete a few missions with it set to 32 -but eventually, it will crash the game, even after working for a few turns) -adjusting the sniper's scanner to display a MUCH wider radius, or more usefully, to have many more 'uses/charges' per mission (where is the parameter to adjust the number of charges an ability like this? Is there another way to enable this feature as an equip-able item?) If these challenges can be sidestepped/overcome, is there a way to set a timer on the effect? So, for handheld or throw-able scanners, can they be set to last only a few turns, like when a battery runs out? For removal of Fog of War, could it also be set to last for a few turns, like an unmanned aerial vehicle with a limited or costly fuel supply, or a simple light stick (aka electro-flare) that lights up an area, but doesn't necessarily show if enemies are there? Or if it can be a "reverse" FoW, like a smoke bomb that REALLY blocks line of sight (not just provides a defense bonus), but only for 2 turns? What has been successful is reducing the throw range of a tossed scanner, but it's still not the same as an old handheld motion detector, ala the movie "Aliens" which requires a soldier to persistently monitor it. Thanks for reading this, any modding ideas are welcome.
  9. A deeply fulfilling aspect of the older games (UFO Defense and TFTD) was the "bug hunt" -rationing Time Units and using light sticks, scanners and mechanized units to just find the aliens, which correspondingly affected the player's tactics to survive and overcome their enemies. This turned into frustration in a few ways: when the player just couldn't find the last alien, because it was hiding (un-moving) in a closet, stuck in a shadowed cul-de-sac, or even embedded in a solid object (a code bug). Or when the maps and the aliens synergized so perfectly that the alien was almost guaranteed to kill at least one soldier because it could hide in a nook, not move, draw the soldiers in, and then spring out and one-shot-kill them with an attack. I'm looking at you, you creepy jellyfish "Tentaculat." So, I'm trying to find a range of options to either: -expand or reduce the existing fog of war (showing a LOT more or less of the map, regardless of the sight-radius of the player's soldiers) -expand or reduce the existing line of sight between entities (their view distance to each other) -create or adjust a timed effect to these prior two range of conditions So far, two obvious methods have failed: -adjusting the SightRadius of any soldier over the standard 27 square radius guarantees a crash to desktop sooner or later. (Experimentally, I've managed to complete a few missions with it set to 32 -but eventually, it will crash the game, even after working for a few turns) -adjusting the sniper's scanner to display a MUCH wider radius, or more usefully, to have many more 'uses/charges' per mission (where is the parameter to adjust the number of charges an ability like this? Is there another way to enable this feature as an equip-able item?) If these challenges can be sidestepped/overcome, is there a way to set a timer on the effect? So, for handheld or throw-able scanners, can they be set to last only a few turns, like when a battery runs out? For removal of Fog of War, could it also be set to last for a few turns, like an unmanned aerial vehicle with a limited or costly fuel supply, or a simple light stick (aka electro-flare) that lights up an area, but doesn't necessarily show if enemies are there? Or if it can be a "reverse" FoW, like a smoke bomb that REALLY blocks line of sight (not just provides a defense bonus), but only for 2 turns? What has been successful is reducing the throw range of a tossed scanner, but it's still not the same as an old handheld motion detector, ala the movie "Aliens" which requires a soldier to persistently monitor it. Thanks for reading this, any modding ideas are welcome.
  10. :no: a better way to look at your "computer role playing experience" with any CRPG you invest your time and money in, is this: a Toy Story 1) a child is bored, so as a parent you give it a new toy to play with 2) the child plays with the toy, but the toy can't hold its attention forever, so it puts the toy down and plays with a different toy 3) later, the child picks up the toy again, hoping to have more fun with it, but then tires of it again 4) the cycle repeats, until the toy is "all used up" -then the parent gives the toy to another child, so that the whole experience can be repeated let's call you the child when you play with the toy let's call you the parent when you pay for the toy there are several avenues to explore with this analogy: 1) you tire of the toy; instead of crying about how boring it is after you've played with it to the other kids in the play pen, try to play with a different toy for a while; go outside, play in the street or something 2) you didn't like the toy in the first place? well, grow up and make a better toy yourself; it will only cost you $2 to $80 million and several lifetimes of skill sets that you currently lack -get crackin' 3) as you are also the parent in the story, look at the cost for all that entertainment: $60 for 100 hours of fun = 60 pennies per hour of fun -sounds like the deal of a century! 4) if you are an unselfish child, you will share you toy with a friend, let them play with it for a while! then you can cry together when you're both bored 5) this toy can be modified, by you, so make it better that's free advice, you little whippersnappers, now get off my lawn
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