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thebestesofeveythingever

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  1. Thanks, but I have some questions: 1. Is installation of your modiified version of Wasteland Ghost's "Display Soldier XP, PsiXP and Mobility in Barracks and in Battle Mod" necessary for the " red fog fix mod"(the mod you proposed I use in this forum) to work or is it only necessary for the information to be displayed correctly? 2. I've already seen a mod that changes the "red fog function" from a linear one to a Gaussian one, how does the mod you suggested I use differ from that one?
  2. I would like a mod to be created that will make the following changes to the Red Fog system: 1.Only shots that get through the armor of a unit will make a unit's physical stats(aim and mobility) go down. 2. If any shots get through the armor of a unit and that unit is healed than the penalty to that unit's physical stats will be diminished proportionally to the amount of non-armor health recovered(if that unit's non-armor health is fully recovered then its physical stat penalty will be completely removed).
  3. In the config file folder of the game (Steam\steamapps\common\XCom-Enenemy-Unknown\XComGame\Config) there's a file named DefaultGameCore.ini. In this file there's data about the armors in the game (near the beginning of the file), one of the properties of each armor determines the amount of backpack slots the armor has, the property is called iSmallItems = . What I did was change the value of this property for all armor sets to 2 and then use the second slot only for taking reaper rounds.
  4. I've found a way to make the change I requested in this thread.
  5. This is an idea for a mod that will make the following probability: panicking soldiers attack their allies, be equal to 0.
  6. This Idea is partially based on a mod suggested by immortalfrieza called: "Terror mission native soldiers" and on a feature first introduced to the game in the Long War mod. I suggest an idea for a mod that will make the following changes to the game: 1.civilian behavior change: civilians in terror missions will now(when and if this mod is created) have turns that take place after the "native soldier turns" (mentioned below) and before XCOMs turns, in which they'll have 2 actions which they can use to either move or use the "head down" ability at their discretion [they'll prefer to run away from aliens and towards XCOM soldiers or the XCOM LZ or any one of the native soldiers mentioned below(if they see them)]. If a civilian ends their turn within "rescue distance(I'll elaborate if this isn't understood) of an XOCM soldier or if an XCOM soldier gets within this distance of a civilian, the civilian will become controlled by the player and will only be considered rescued when they reach the starting XCOM LZ. 2.introducing the system from Long War which makes every country in the council have a certain self-defense capability which increases if and when XCOM sends them items or materials(I'll elaborate if this change isn't clear). 3.native soldiers in terror missions: in every terror mission there will be a number of native soldiers(the number will configurable via the mod code file) which will have random classes, perks(randomly selected class perks corresponding to the class of each soldier), ranks(up to lieutenant) and basic xcom weapons, grenades and armor(I play with a mod that makes basic xcom armor confer 2 extra health instead of 1). the soldiers will have turns that take place after the aliens' turns and before the aforementioned civilian turns, unless, at the beginning of or during an xcom turn one of them comes into "rescue distance" of an xcom soldier, and then, the soldiers and any civilians they've taken control of [the soldiers will take control of civilians in the same aforementioned way the player will(the soldiers won't be able to take control of player controlled civilians)] will come under the players control. the weapons, battlefield utility items and armor of these soldiers will upgrade if and according to items and materials sent to their country by xcom. * native sodier AI: the native soldiers will attempt to kill the aliens, take control of civilians and regroup with visible xcom soldiers in the following order of priorities: 1.alien killing and self preservation. 2.taking control of civilians. 3.regrouping with xcom soldiers. **civilians controlled by the "civilian" AI and the "native soldiers" AI will attempt, in this order of priorities to: 1. self-preserve. 2.reach the starting xcom LZ if visible. 3.reach visible xcom soldiers. 4.reach visible native soldiers.
  7. This idea is for a mod that will make Reaper Rounds not take an inventory slot when equipped by soldiers. Possible ways of creating the mod: Adding an extra inventory slot for all soldiers that can only be occupied by Reaper Rounds or just an extra regular inventory slot which I (or anyone else using the mod) will only use to equip Reaper Rounds.
  8. This mod(if created, of course) will make all enemy units in combat missions to become active as soon as any of them spots the player's forces.
  9. This mod will enable (if created, of course) 'gifted' soldiers to be turned into MEC Troopers (and, of course, to equip MEC suits) while retaining their psionic abilities and experience. This mod will also enable MEC Troopers to undergo psionic testing(and, of course, receive psionic abilities and training) but not to equip psi armor.
  10. what did you mean when you wrote"And you call it 'no offense'. :smile:" ?
  11. I said "no offense" exactly because I feared it may be offensive to you and Im sorry if it has been.
  12. About Rapid Reaction: I don't think there is anything more to say about this subject. About HEAT Ammo: No offense but, just because you don't know about a bug, doesn't mean it doesn't exist. I'm telling you that Im experiencing this bug and the only question remaining is whether you can create a fix for it or not.
  13. About Rapid Reaction: I actually get a second reaction shot all the time if on overwatch with this ability so... either the phrase "and the first reaction shot is a hit" means this ability also makes the first reaction shot a guaranteed hit in addition to granting a second reaction shot when on overwatch what and then I have the aforementioned bug,or it means that in order to get a second reaction shot the unit needs to be on overwatch and also hit with the first reaction shot(as you've said) and then I have a bug where I get a second reaction shot if on overwatch regardless of whether the first one hits or not. About HEAT Ammo: I'm playing EW without Long War and in my copy of the game this ability only increases the damage of rocket attacks, suppression with mayhem and maybe grenade attacks(I haven't ever used grenades against robotic enemies with a soldier with HEAT Ammo) against robotic enemies and not the damage of regular attacks with the primary weapon against robotic enemies. About Killer Instinct: I've actually misread the description of that ability, it could be working fine. Thanks for the help.
  14. This may not be the right forum to post this topic on but... There are bugs Im experiencing with my soldiers' abilities as follows: 1.Rapid reaction doesn't make the first reaction shot on overwatch a guaranteed hit. 2. HEAT Ammo only increases the damage of rocket attacks against robotic units. 3.Killer instinct doesn't work at all. If anyone creates a bug fix for the aforementioned bugs it will be much appreciated.
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