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Kaerar

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Everything posted by Kaerar

  1. What complaint? Just because they aren't capable of making something without handouts doesn't mean others can't capitalise on the situation. End of the day, these days it seems to be 'if one can't do, just whine and invoke some 'ism to get clout points'.
  2. Normally I'd look into doing this myself, however I don't have enough time or experience with Gamebryo. The module system for ships is awesome, but there's some weird arbitrary parts limitation. Some parts are duplicated for a fore or aft part. Some can flip on the Z axis, others on the X axis, but rarely are any parts actually available to flip properly on X, Y and Z axes. Basically the request is to have items be able to mount in more directions like some of the horizontal engines being switched to vertical and allowance of half height or half width slots. Would really improve the building aspect of Starfield.
  3. Find an abandoned planet. There's a few and they are barren enough to have no wildlife.
  4. Very interesting mod. I've been away from XCOM for a while, good to see some active and good quality mods still going, especially when Warspace isn't your cup of tea :D Currently running YAXO (which for all intents and purposes is very similar to this, minus the long bit!). Will give this a go asap ;)
  5. Ok 1.02 is out time for a check to see if this still works...
  6. Meshes are nearly always going to be different length. Swapping a larger for a smaller mesh maybe possible if you were lucky and have angels sleep with you at night, other than that good luck...
  7. Yeah that's pretty easy. I've unshackled all of them, though the more advanced patrols are only present from Classic and above. Would point out how, but my modpatcher is only partially working atm...
  8. Would be nice in reverse to give squadsight to the enemy Ethereal's and Sectoid Commanders...
  9. Hi guys, just trying to make Ethereal's and Sectoid Commanders a bit more of an interesting fight. Currently their Psi powers are wasted due to LoS restrictions. So I'm trying to apply squadsight to them, however it's not quite going to plan. A test by changing a Sectoid's stats for "=eAbility_NONE,ABILITIES[3]" to "=eAbility_SquadSight,ABILITIES[3]" resulted in no written or documented change in the game as to their actual abilities (post autopsy), however sectoid squads were activating off screen once the first group had been seen. This got me thinking that it's possibly working but I can't be sure (new game test on Impossible). Can someone else confirm what I'm seeing and whether it's actually working or not?
  10. Well Elite Soldier pack is confirmed as DLC now, with an upcoming DLC also confirmed. I bet there's another one by Jan and then possibly one more before they get around to helping out more...
  11. It's using the 3 layers for different (or the same) things. They can all contain data separately used but reduce file space by having it all in one file...
  12. The problem I've seen is that the stock fighter can't cope with the large UFO's well. Other than that beating Mutons with Ballistic weapons and later Beserker's/Elite's with Laser weapons (as you haven't managed to unlock Plasma fully by then usually) is a real feat and at the same time very satisfying that you managed it. More control over the enemy progression and appearance rate would be helpful though. Maybe alter it so small scouts still appear with Sectoids in them instead of Sectopods, so new soldiers get a chance to develop.
  13. Yes I had the same problem hence I mentioned the two variables causing the shadows to screw up. The other settings have minor changes for the most part (except for increased texture detail on certain textures) and would be more apparent in an FPS than a 3rd person Tactical Strategy game. Find in the files: bAllowHardwareShadowFiltering=True bEnableBranchingPCFShadows=True and change =True to =False to fix the shadows if you have the mod enabled. I don't know how else I can say this ;) P.S. It's not my mod, I just had the same issue with shadows becoming broken with those two variables set to True. P.P.S. Use Imgur or something similar to upload pics as I don't want to download unknown files ;)
  14. The shadows are default set to XBOX level of detail and sharpness. You'll see an improvement if you use the above mod mostly on the shadows but a few textures are improved too. The two variables I linked in my previous post fix the grainy and heavy shadows you see in the barracks with the above mod as it turns on features of the Engine that are not used/disabled for XCOM.
  15. lol I don't mind it (been modding Jagged Alliance 2 for over a decade :D ) I just think to develop that idea further it's not hard to have multiple seeds calculated and applied to each entity in a map (max entities never really gets over 30 anyway). That would piss off the save scummers even more because it removes the transference ability to enemies... I do like a good RNG though that actually works like an RNG not a weighted in the favour of the player crap :D
  16. If you reload and try the same action again you'll get exactly the same result... So in that case it's not a 95% CTH, if you missed and reloaded then it's 100% to MISS.
  17. Yeah there's 2 settings causing that: bAllowHardwareShadowFiltering bEnableBranchingPCFShadows Set those two to False and shadows are fixed.
  18. Just wonder if there's a way to have Ballistic weapons made at the workshop and have a starting inventory of say 12 of each. If you need more you make more ;) They'd be dead cheap to produce (1/4 Laser) and therefore useless to sell for more than $1 XD
  19. Again if it's not a Normal game and is Classic or Impossible a 95% chance can easily get reduced to 75% despite displayed amount...
  20. Well primary testing of my stats is working a treat. The progression isn't too fast either though Muton's are really tough as you are only just getting a beam rifle or pistol or two by the time you meet them. However due to the buffs in Ballistic weapons they are survivable. The main bit is tactical thinking and making sure that Lieutenant/Sergeant doesn't get his/her head blown off early... Sectoids with 4/5 health (if they get buffed by mates) are certainly a challenge when you are greeted by 12 of the buggers :D
  21. Is this on Impossible or classic? As there are negative to hit modifiers in place with those difficulty levels on stock setup.
  22. The biggest problem is more the global seed issue. It needs multiple seeds to be generated and attached to characters so you can't "transfer" bad rolls via save scumming. You may know what the next roll percentage is for a character, but you can do very little about it for the purposes of cheating. If the RNG is providing a problem using number gen on a scale of 1-100 you could increase the scale and do a divide to bring back a more uniform number spread, but true randomness will always piss off players :D
  23. If you are interested in a Marathon style playthrough you can edit nearly all the global modifiers for R&D and costs making things last a lot longer. Make sure to reduce the number of alien alloys and weapon fragments too as the frequency of UFO's is still the same so you run into a lot more before each "level" of enemy is conquered. My current game is modded to marathon style with lots of other tweaks and is so far very interesting. Most of my Squad only just hit squaddie level (first exp level is the same, second is double, the rest are triple in my game) making life a lot harder. The biggest problem is getting Support characters up to Sergeant level to get the healing perk with medkits. If you want a look at my files PM and I'll send them over. Using Notepad++ you can use the compare function (in the plugins menu) to compare with a stock "defaultgamecore.mod" and see all the changes. It's still WIP as I'm editing Normal, Classic and Impossible to provide similar yet increasingly harder challenges to the player.
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