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BGBailen

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  1. This is an easy fix. By modding the XComGame.exe, you can alter the health, damage and mobility parameters of all the enemies. It might sound difficult, but it's not at all. -google and download resource hacker -open XComGame.exe with the hacker -navigate to RCData->1020->1033 in the hacker -the top most portion of the config file contains base armor/weapon/character parameters. -find the line for chryssalids, look for iDamage, iHealth and iMobility -change to your liking -damage and health are straight-forward. 1 point in dmg adds 1 point to base dmg, 1 point in health adds 1 health bar -as for mobility, I believe the active distance(in which an entity could still take an action) is roughly half the total -compile, save and play
  2. Where there's a will, there's a way. If the community modders want something bad enough, it'll happen. You're not the only one who wants more map variety(I was shocked to see so many repeating maps in just the first two days I had this game), so I wouldn't be surprised in the least if a team hunkered down to work maps once they've dissected the game sufficiently. Giving the tile-based nature of the maps, a map maker makes a ridiculous amount of sense. The maps in this game are about as simple as you can get, there should be no reason someone doesn't figure out a way to make new maps eventually. After all, it's virtually just tiles and triggers. Getting in new tiles or trigger scripts might be a little more complicated, but far from impossible. I'm actually surprised there's no randomization to them aside from entity placement.
  3. Yes, but 2K were the publishers for borderlands 2.... And i said "last game ill buy from firaxis/2k" so i meant both of the companies. Why would you take it out on the publisher? They have nothing to do with this sort of thing. By this logic, you might as well boycott Take-Two while you're at it, cause, ya know, they own 2K, which means you'll also have to stop playing Rockstar games. Plus, you'd also miss out on Bioshock Infinite.
  4. Hmmmmm, seems to me the "best" option to accomplish this would be to modify the texture to properly wrap around default soldier armor, then replace the texture in the upk. Still a lot of work, no short-cuts and a good amount of talent needed, but not nearly enough as creating all new anims for a model. Though, the idea's out there now. Maybe it'll be done, one way or another. Texture mods are already out there, and more are surely on the way. I wouldn't be surprised if someone did just this.........or maybe you'll find an even better texture in a couple days here on the nexus. There's already a couple nice re-textures of soldier armor up, just check back regularly.
  5. The ability to make maps at all is way up in the air at the moment. If Firaxis decides to support XCom modding, then yea, most likely. Might even get some nice user-friendly tools to help(keyword being "might"). If not, then it would be up to the community to work out mapping details, which could go either way.
  6. I'd be really surprised if these things weren't possible in the future. Although, I'd be even more surprised if they became possible soon. Right now, you can expect re-textures and re-balance mods in the immediate future. In other words, there's a lot that can be done to modify existing elements of the game, but adding new elements is all but impossible at the moment.
  7. Look for (gamedata)\XComGame\Localization\INT\XComGame.int Open it in wordpad, or your text editor of choice I don't know if you can change facility names and such, but you can change rank names and default nicknames, as well as a lot of other options pertaining to display text(even rewrite the credits if you're really bored). Although, I haven't looked through it exhaustively, so facility names and the such are probably in there. I'm pretty sure enemy and weapon names are in there, so it would stand to reason.
  8. Something I did while editing the .exe drastically changed alien progression. I've made a lot of changes, so I'm going to have to look exactly what changed, but I had played several games before modding, all on normal. I wish I had something more substantial to tell you guys right now, I'm just posting to let you know that it IS possible, to some extent, by editing the .exe The changes I've noticed- -During the first couple missions, there was no noticeable difference. -However, after the first two missions, I started getting missions filled with sectoids, in groups of 1-3, with occasional floaters OR thinmen, in groups of 1-3. Obviously 1 or 2 outsiders during ufo missions. -During this time, whereas I usually had about 6-10 enemies per mission, I noticed the counts were consistently 10 or higher. -This lasted for a solid two months, with one mission(the first terror mission) having 3 chryssalids, but no more during this two month period. -Around the beginning of the 4th month was when the mid-level enemies started appearing regularly. -After this, the progression seemed fairly normal So basically, early game you fight more aliens, but weaker aliens. More chances to send in rooks to grind sectoids and floaters. I had modified panic levels drastically, making panic more localized(events might cause more panic in one country, but none in the continent, except for abductions). This slowed down the rate of panic, and I'm pretty sure that's what did it. It seems that what determines the enemy forces' composition in a mission is panic level......although I'm sure there's another variable in there too which modifies mission difficulty. Point is, the bulk of it seems to be decided by panic. So not only do I have the option of taking on easy missions to level rooks, but I could just as easily play one of the harder missions to progress the game further. But......I'm clueless as to what caused more alien spawns. If you're going to play marathon mode, I'd suggest tweaking the panic rates to your liking. Personally, though, I think it's just better to design your own "marathon mode" by heavily tweaking the .exe. I have a lot of recommendations I could make to get a well-paced, resource-oriented game going for you. Right now, I have my game set up so I really have to pay attention to my cash/elerium/alloy/fragment levels at all times. Even buying a medkit could mean I can't research that tech I wanted until I get a new mission, because medkits now cause 5 alloy, in addition to cash. @rf900 Some priority techs do, some don't. I think the ones that actually affect progression are pretty obvious though, like when you have to attack the base. I'm almost certain that all the priority techs before you interrogate your first alien don't affect it at all. Up to that point, panic levels had the only noticeable effect to me.
  9. Please do, I'd like to know exactly what you did here. Did you get the actual flamer into the game, or is it just a skill for the flamer, albeit with the animations and all?
  10. Probably. Seems like most things in the default config files get overwritten by the .exe, with a few exceptions. I'm guessing this isn't one of them. I've scoured through XComGame.exe quite a bit though, and I haven't come across references to flags.
  11. Apparently, those config files don't actually do anything, as a lot of people have tested renaming, or deleting them altogether with no issues. Only one of them is actually loaded, not sure which one. You have to edit the exe directly to make solid changes to the game. google resource hacker, open it, drag your (game path)\binaries\win32\XComGame.exe onto it to open the file. in the resource hacker, open RCData->1020->1033, and there you'll find the same config file. compile and save, and your changes will work, just be careful with what settings you change.
  12. open XComGame.exe in your (game)/binaries/win32 folder with resource hacker. open rcdata-1020-1033 scroll near the bottom and you'll find the item price list above the research/foundry, etc. details. You're looking for ItemBalance=(eItem=eItem_Interceptor. AFAIK, a lot of changes made in the DefaultGameCore.ini either don't get read, or are written over when the game/save is loaded, although some(like second wave) work.
  13. Nice, I'll definitely check that one out once it's more fleshed out. Thanks.
  14. I remember back in the Morrowind days, there was a wonderful mod which added a bank to Balmora. This mod had you sign up for an account, and as you rose the ranks faction-style, you would earn more interest on the gold in your account. The mod also allowed you to buy deeds to various user-made homes across Vvardenfell. I know it might not seem like much, and it's inevitable that someone will release a bank mod soon enough, I had a couple more specific ideas in mind for what I was looking for. 1) a bank, where you earn interest based on your account type and deposited gold 2) different account plans, instead of simply a linear faction-style account progression. For instance, you start off with a standard account, or pick from a short list of basic accounts. As you spend more time with the bank, or if you deposit particularly large amounts of gold often, you can be eligible for premium accounts, preferred customers accounts, etc. Each account type would offer different bonuses to the player, and some might even have a daily/weekly fee of some sort. As for what kind of benefits, I don't know. Perhaps something to do with real estate, or one account gets you large interest weekly, another small interest daily. One account might(let's call it the merchants account) allow for an employee to sell some unwanted goods for you for a percentage<There was a shopkeep mod for Oblivion that did just this, and it was wonderful>. Perhaps there could be a market exchange in the bank which would allow various discounts to trade, say, iron ores for ebony ores, and so on and so on. 3) buying real estate seems like it could add a lot to the game, and if possible, maybe being able to rent out unused homes to randomly generated npcs. At the least, I would like to see a bank where I could buy a handful of deeds off them. 4) a stock exchange would be awesome, if it's even possible. Maybe put stock in different holds, or individual shops. Perhaps different regions, and random events could occur(just through text) which would cause, say, Mournhold's stock to plummet while High Rock's skyrockets. 5) a market exchange, like mentioned before. Exchange raw goods for other goods. Buy goods such as ingredients/food/mats in bulk with gold or credited to your account(DEBT!!! LOL, mobsters could hunt you down if you haven't paid your bills!!), to be delivered a day or two after purchase. The more you buy, the higher the discount. Different account types might earn you higher discounts for particular goods, while others get lower discounts. So, basically something more akin to a modern bank rather than a simple bank. I know it's a lot, and I don't even know if all this is possible, but that's my wishlist. If someone thinks they're up to it, you would definitely have my appreciation. If not, no biggie, as the only thing I would really want is number 1, and I'm sure it'll be done soon enough anyway. So, just throwing some ideas out there. If someone IS up to it, I'd be more than happy to contribute any way I can. I've not good at making mods more complex than building mods, and I haven't even tried using Skyrim's CK yet, so I don't know how much help I would be in that respect, but I'm good with ideas and working out details, even if it might not show. I just threw this together off the top of my head in a few minutes.
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