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Everything posted by iRhuel
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Hello, I've recently gotten the itch to play XCom again, but my favorite mod (warspace extension) is discontinued, and Long War adds way too much complexity for me (I really just want to play a standard game with unshackled AI and no AI cheating). So I've edited the EW exe and changes some values in DefaultGameCore.ini, and most changes seem to work fine. Unfortunately, though, any changes to Soldier Offense, Mobility, and Will do absolutely nothing. Changing the Difficulty modifiers for said values also does nothing. All other values (HP, Defense, CritHitChance) work fine. So far as I can tell through limited testing, all other changes to DefaultGameCore.ini work as well. It's just these values for Soldiers that have no effect in-game, and I have no idea why. For reference, this is the section in DefaultGameCore.ini that I've been trying to edit: Characters=( strName="", iType=eChar_Soldier, HP=2, Offense=70, Defense=10, Mobility=12, SightRadius=27, Will=40, ShieldHP=0, CritHitChance=10, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=eAbility_NONE, ABILITIES[2]=eAbility_NONE, ABILITIES[3]=eAbility_NONE, ABILITIES[4]=eAbility_NONE, ABILITIES[5]=eAbility_NONE, ABILITIES[6]=eAbility_NONE, ABILITIES[7]=eAbility_NONE, Properties[0]=eCP_CanGainXP, Properties[1]=eCP_None, Properties[2]=eCP_None, Properties[3]=eCP_None, Properties[4]=eCP_None, Properties[5]=eCP_None, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=True, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 ) Anyone have any ideas? Thanks in advance. -iRhuel
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XCOM EU Comparing XCOM to UFO: The Good, the Bad, and the AWESOME!
iRhuel replied to PrivateJoker's topic in XCOM's Discussion
Of course XCOM:EU 2012 isn't a carbon-copy of the original XCOM with a shiny new cover. That's because this a reboot series (read: re-imagining, spiritual successor, NOT an actual sequel). As its own title I think the game is fine, and stands quite well on its merits. Sure it's not perfect, there are some things that could've been more elegantly implemented. But to hold up the two titles (which, btw, are now separated by 18 years of industry convention and evolution) and do a point-by-point comparison is pretty pointless, pun intended. Honestly, if you wanted to play a clone of the original game, why not just go play the original game? Seriously? You think gamers can't be arsed to figure out what the button in the corner of the item portrait does? C'mon. That's a whole new level of lazy. -
XCOM EU Commander why don't you train some for bomb squads
iRhuel replied to Deleted54170User's topic in XCOM's Discussion
I don't think that's true, actually. The power nodes definitely do not require a free action to deactivate, only an adjacent soldier that you must reselect in order to deactivate. Also you cannot do this with your last active soldier, since your turn will end as soon as that soldier expends his moves, pre-empting your opportunity to reselect. I can't verify that this is also true for the bomb itself, but I'm fairly certain that this is the case. -
XCOM EU I've played at least a hundred hours and I still don't know tw
iRhuel replied to meathead013's topic in XCOM's Discussion
The way you word your first paragraph leads me to believe that in the original xcom, experience gain directly correlated with stat growth, and that stat growth occurred regardless of promotions. Is this correct? If so, you should know that stat growth in xcom eu (soldier accuracy and hp specifically) is directly tied to promotions, not experience. Experience points only determine promotions. -
Actually, I'm pretty sure that's how it's supposed to be.
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Many members of the Nexus share your sentiment, myself included. But from what (little) I understand of the modding developments people have made so far on this game, it is currently impossible to edit the function of the perks themselves in any way - so buffing or nerfing individual perks is out of the question. The only thing that can be done (so far) is change where the perks fall on the skill tree (this also means you can potentially swap perks between classes). I have my snipers receive squadsight as their first squaddie perk, the reasoning being that snipers are supposed to be distance killers. I found that requiring snipers to engage enemies from the same range as other classes was rather ridiculous. Subsequently, I place snapshot on the next tier, in opposition to gunslinger. The two seem to fill the same niche - retain nominal combat effectiveness for snipers on the move. The problem I've encountered with this is twofold. Firstly, the offensive penalty from snapshot inhibits all but the highest ranked, most well-equipped sniper from landing after-movement shots with any kind of reliability, even with the close-range penalty for sniper rifles disabled. In most situations, any time you might make a snapshot shot, it would be better to simply use a pistol instead. Secondly, Gunslinger itself synergizes with the Foundry's pistol upgrades a bit *too* well, making pistols almost as effective as assault rifles. The result is that it is still better not to take Snapshot - Gunslinger still seems like the clear choice. I am beginning to suspect that Snapshot is simply too inhibiting to be as attractive as most other perks. I'm currently debating (with myself) on ways to counter this disparity. One option is to rearrange the perks so that snapshot is not in opposition to gunslinger. This is rather unattractive, as there aren't really any other perks that snapshot should logically oppose. Another would be to not only disable, but reverse the sniper rifle's aim penalty, so that they receive bonus aim with range, just like every other weapon. I am also hesitant about this, since it contradicts the nature of snipers as distance killers. Lastly, I am considering nerfs to pistols in general, such as range reduction, damage reduction, or an inherent accuracy penalty to offset snapshot's (though this would make pistols less effective for other classes and for non-gunslinger snipers as well). This is the most likely solution that I'll pursue, though hardly the most ideal.
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this would be pretty cool. +1
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Someone seems insulted ;) Lighten up dude. He's completely right though. That'd be unethical, not to mention illegal.