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Everything posted by DeathDraco137
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This is the site feedback/questions section
DeathDraco137 replied to Dark0ne's topic in Site Support
I apologize in advance if this question has been asked on this forum already (191 pages is a lot to check beforehand), but i was curious are there any forums on which someone can post ideas for a mod or mods? I was just attempting to find a place to share my ideas for a few X-com 2 mods in hopes someone or a group of people might wish to try as I lack the skills to actually make mods. -
playable advent mod: details, feedback
DeathDraco137 replied to davidlallen's topic in XCOM's XCOM 2
@DavidAllen the problem seems to actually effect every enemy on the map and that's exactly what happens (it'll show its the Alien's turn, but after a while of them refusing to do anything it swaps back to my turn). The enemies will move with their scamper but they refuse to move anymore than that, take shots, or anything after the berserker knocks one of the ADVENT soldiers out (I haven't seen it happen to an alien unit yet) and at first it happened when an enemy I added through a mod (sectoid commander) showed up and I thought that might have been the problem but it happened again when there wasn't one. I am going to try turning some of my other mods off though today, and make sure its not them causing it because I have a mod that adds extra dark events (don't see why that would cause it though), one that changes panic behavior (that might be it), and one that adds sectoid commanders as I said before. Otherwise all my mods just add customization options. Also going to report a bug with the chrysallid where after it kills an advent trooper you can choose to attack a blank spot where they died, going to notch it off to the game thinks there's a cocoon there when there isn't (basically when you choose the slash option you'll have the option of attacking a unit with a glitched out icon though there's nothing there at the location) -
playable advent mod: details, feedback
DeathDraco137 replied to davidlallen's topic in XCOM's XCOM 2
Again have to agree with Koopakidshyguy would definitely need to add a charge time or something to the tele-evac from anywhere because people will be using it to save there Sectos that are too far away from the evac to survive. Only putting a comment though because I believe I found another bug with the berserker where when it knocks ADVENT troops unconscious the enemy AI doesn't seem to know how to react or something and it ends up basically skipping its turn, and while it has saved my berserkers for the most part it would still be nice to see it get fixed just because it makes a mission very boring if the berserker knocks a unit out right away and the other aliens basically refuse to do anything but their scamper. Also I have tried killing the unconscious unit with a grenade and see if the AI starts giving enemy orders, still basically ends up skipping their turn. -
playable advent mod: details, feedback
DeathDraco137 replied to davidlallen's topic in XCOM's XCOM 2
Yeah I thought about the step up problem with the Sectopod, and personally I think the Sectopod will just have to be used on missions where either you don't physically evac from or the player chooses the evac (I would think everyone would be able to tell which missions those are by the time they get a Sectopod, but I could be wrong). Just my opinion though as with both those missions you could just move it around the high ground cliffs, and buildings well it can just stomp through them. Though I do agree Koopakidshyguy's telejump idea is definitely a sound idea in my opinion for people that want to take their pet Sectopod(s) on every mission. -
playable advent mod: details, feedback
DeathDraco137 replied to davidlallen's topic in XCOM's XCOM 2
What I was suggesting was maybe if its even possible have the display itself show over the model not have it you can see the text through the alien. I was thinking of the display and the character model as two separate layers, for example say the display itself where the perks are shown are on one piece of paper and the character model is on a separate piece. Now it seems the problem is the paper with the model is on top, and when the model gets to big it starts to cover the paper with the display on it. Now I was suggesting that if its even possible have the paper with the display be on top of the one with the model so that even when the model gets really big you can still see the display itself because its on top. Does that help explain what I meant? Also wanted to report a possible bug with the berserker. I just finished a defense mission and I noticed during it every now and again the berserker wouldn't be able to attack despite the fact that there were enemies in obvious range of it (like right next to it) and it had full action points. Also the berserker's shredder ability doesn't work, but I think that might be because it doesn't officially have a weapon or mine doesn't anyway when I go into the loadout screen. Attacked a shieldbearer with one armor and even after the berserker hit it (and knocked it unconscious) it still had one armor. -
playable advent mod: details, feedback
DeathDraco137 replied to davidlallen's topic in XCOM's XCOM 2
Have to say this is my favorite mod for Xcom 2 by far, and I can't wait till its finished (but will because good things come to those that wait). I just had some ideas I thought might help though I have no modding experience so maybe they won't. 1. Love the Viper and her abilities as they are are lovely and fit her perfectly. My only problem is the coloring because you can only have so many different combinations of black (at least looks like that on my computer) and one other color for the scales. I was wondering though if its possible to fit the black section of her scales as the skin color for the unit since her secondary scales (her stripes, belly, and face) are put down as her primary armor color and her actual armor is put down as her secondary armor. I know as it stands there aren't a lot of color variations under skin color, but I know there is a mod both on steam and nexus that opens up armor colors under skin colors, so maybe that modder will help his username on steam is carmau. 2. Now everyone here probably has had some issue with the bigger units (Berserker, Muton, Andromedon) where when they level up they can't pick the perk they want because the model is in the way. Now the only solution so far (the easy one anyway or at least I think is probably the easier way) would be to shrink them, but I'm sure no one really wants smaller units. I was curious though if there was a way to get the soldier display to appear in front of the soldiers rather than behind them. That way we can actually pick what perks we want for all our alien troops, and still have our proper sized troops. After all the problem seems to be that the model of the aliens/soldier is on a layer above the customization/loadout/abilities display. 3. Now I know its not a problem now and I can't think of any perk options for our future powerhouses the Sectopod and Gatekeeper, but we all know there are going to be balancing issues for them as they are already powerful units as they are in the game, and adding a level up perk system to them, and possibly being able to use utility items will no doubt make player owned Gatekeepers and Sectopods extremely powerful to the point that people might just use them to steamroll through every mission. Now I was thinking maybe instead of having the full 8 or so sized perk tree that all the other aliens, and soldiers have, maybe give them a shorter perk tree (sort of how the leader mod by LongWar has a five perk tree for when you make a soldier a squad leader) to allow a certain amount of customizing their skills to the player's style, but avoid giving them a massive amount of powerhouse abilities. Also I was thinking in the case of the Sectopod whether you shrink the perk tree or not that the Sectopods that the player makes start as a sort of protoype Sectopod that starts off weaker than the alien's sectopod, but as it gains experience and levels up that it eventually becomes as powerful or more powerful (hopefully not by too much) than the alien Sectopods. 4. Also while I haven't played with Chryssalids yet myself (don't fit lore wise to me but to each their own), and I don't know if you guys have been working with the cocoons or not but I was thinking maybe having the Chryssalids skill trees diverge into one being focused around their burrowing ability (like you guys have already been talking about), and one focused around spawning. In my opinion it fits because whenever I face the new Chryssalids I'm worried only about their burrowing and possibly turning my soldiers into baby factories. I was even thinking in the spawn tree their could be an ability that would boost how many baby Chryssalids, but maybe become a limited use or spawn weaker babies. That's if you guys would implement the cocoons anyway on player Chryssalids, and if you do could many knock it down to one spawn for players as to avoid people swarming the map with theirs legion. 5. Then there are Archons. Now they haven't been implemented yet but I was thinking for their perk trees that when they are implemented the trees could be one focused around the Archon becoming a singular super soldier alien that stood well on its own (maybe include perks that improve their battle frenzy on themselves, and maybe add more missiles to the Flying Pinions ability or make the exiting missiles better), and one tree focused around them being a sort of leader for the squad (perks that either passively help nearby squad mates, or have to be activated. Maybe even have a perk that when Battle Frenzy becomes active nearby squad mates get the benefits of the ability as well, and maybe a perk that causes flying pinions to add a sort of marked effect to enemies it locks on). 6. Again more ideas on aliens not in the mod yet, this time the Sectoid. I was thinking for this little guy he could have a perk trees with one causing him to be a nightmare inducing psionic, and the other making him a psionic support to the other squadmates (like they were back in EU/EW). The one tree could make his mindspin cause damage (sort of like the one perk for Insanity), give him a small AoE zombie reanimate (small though as not to compete with the Gatekeeper), and even cause his zombies to become slightly better. Whle the other tree could have psi perks like Inspire, or a call back to the mind link perk of there's from EU/EW (I know the modder for the Sectoid Commader mod did this in a way their username seems to be Farkyrie on Steam). Well that's my two cents for you guys, wish I had mod experience so I could help, but maybe my ideas will help. I also apologize ahead of time if this seems poorly written I can write fanfiction pretty nicely but I can't seem to write comments or forum entries for hell.