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Jeffman12

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Everything posted by Jeffman12

  1. Just get one of those editors and change the money prefix.
  2. Guys, guys, guys. You're all forgetting about 3D printers, and clearly, plopping more engineers down at a console would cause the items to be less costly as they think of more inventive ways to spread out the resources when building a firestorm. Who needs welding when you have that many dudes chewing gum at once? No, but really, I wish more games simplified the currency metric. There's no reason to tack on three zeroes to every number, no matter how realistic it is, unless you're trying to create a full sim, then you probably shouldn't be playing XCom. Btw, the credit currency is Simoleons. For just §40, even your sims can have a functioning interceptor complete with a complement of avalanche missiles.
  3. Technically anything is possible on UE, but the same can't be said for unintended features + stability. I think you'd need a couple more of the larger maps, too.
  4. I have my friends demo games they're interested in on my computer, furthermore some of my friends don't actually own a computer of their own. Besides, part of responsible modding is making something that'll work smoothly without complications. For instance, when I look for a mod that adds second wave, I look for one that's idiot proof, not one where the modder says "if it breaks, blame firaxis." The least one could do in this instance is document incompatibilities, not just shrug them off as someone else's problem.
  5. Personally, I think there should be an option to upgrade Carapace Armor to standard issue similar to the way Plasma Grenades are handled. I like the idea of permanently upgrading armor and weapons with the Scope and Nano-Fiber, but this would interfere with the flow of the tutorial, which requires that you build either the scope or the NFV, I forget which, either way, this is before the tutorial introduces the workshop.
  6. You could play with your friends. You can play xcom as is with friends. Just have each player control a fraction of the characters. Methinks this is a great idea for the first XCOM TC.
  7. Well, I haven't looked at the code, but I meant graphically and the way selling works seems like it'd be easily reversible, so the gray market would come with a certain quantity pre-"bought" items that you could move into your inventory with a negative payout. Also, I play on normal, I'm not quite that big a sissy. ;)
  8. So, accruing cash hasn't been a problem for me, this has led to quite a few developments that feel pretty early game to me. I find, however, that I am low on Alloy all of the time, the alloy needed to develop new technologies always trumps the alloy I allocate to producing equipment, and this has led to some stupidly preventable deaths. A single crit from one of those crystal dudes in a downed ship killed a sgt who was at full health with nano-weave. I have quite a few unused resources, currently I have two Sat-Nexus structures and the additional nav-computers are piling up, but despite all these successful ship raids, I'm still low on alloy. I notice there seems to be native support for purchasing goods from the grey market, yet you can't, so a simple solution to this problem would be to add items to a world inventory that you can buy. I'm sure some military action has yielded scraps other than just XCOM's encounters. Preferably, to keep with the game's overall vibe, I'd like to see a way to convert alien hardware into alloy or weapon components, maybe even convert weapons into weapon components. This, I think would yield more than you get from a single weapon on the field, but less than it takes to create a weapon. So on and so forth. To make things interesting, something could be added where hardware has a chance of failure, so it just becomes a damaged version. This could then be converted with a lower yield or sold off.
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