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graaa

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  1. I for one refuse to play any more of this game without at least some of the basic mods found in the toolboks. Also, was having a hell of a fun time with Long War Mod jus a few days ago, so let's get that up and running for EW mm??? =)
  2. Thanks Johnny, by the way I hope you know the word genius is being tossed around in my brain when I think about what this mod did to the soldier classes - 8 of them! wow.
  3. Great Mod - very fun changes and I like the new features. Only issue I'm having is getting the soldier rank names to change to my custom names. I've edited the xcomgame.ini and saved it, however the names don't change in the game when I have this mod installed. Any idea why?
  4. Yeah, that's what I figured from past posts. Almost makes me wanna write an angry letter. What bull!
  5. When you right click on the specific constant in the explorer, you can click an option to 'View Buffer'. This brings up a useful screen with the hex and you can click on each hex to sometimes get some information that reveals which part of the code the hex is referring to. This also works for longer bits of code like entire functions. I only figured something was related by looking at the hex and the writing to the right of the hex in this view, though this isn't always a reliable way of doing it. Sometimes memorizing hexes is just natural like I've figured out that 27 means true and 28 means false and 2C always precedes an integer that you can change.
  6. Ugh I'm looking for answers on this one too but so far I don't think anyone has been able to change the constants from what I've read in previous posts. There is a file named XGTacticalGameCoreNativeBase in the Xcomgame.upk with a ton of constants. Unfortunately, changing the constants there hasn't done anything for me or anyone so far. I've tried to change a few like the base # of smoke grenades and rockets but had no luck. In the hex: 50 55 00 00 00 00 00 00 7F 10 00 00 02 00 00 00 31 00 is a line for the number of smoke grenades and apparently the '31' sets the grenades to 1. I've tried changing it to an 03 which is hex for 3 and to 33 which somehow also comes back as a '3' in the view buffer of my explorer. In my very limited programming knowedge, I've also tried changing it to 2C 01, 2C 33, and I've succeeded in nothing but crashing the game. Also I learned that you can't add hex lines to the .upk because that crashes the game too. So good question! Anyone figure out anything new about the constants lately?
  7. Nice trees! (I suppose I'm starting to sound like a tree-hugger now). I think I might incorporate your squaddie and major ability placements in my testing. Otherwise I've been testing with some similar choices. The only difference probably being the ranks I put the abilities at. Lately I've been thinking to myself that I hate it when Colonels get awesome abilities that let them hog all the kills and EXP (most notoriously the vanilla Sniper, which gets double-tap or in the zone) so I put those powerful perks at captain and major to give me the satisfaction of knowing SOMEONE is getting exp out of those kills. I've been liking that a lot and I've been saving the colonel perks for non-kill related stuff maybe defence or very minor offence perks to make them just a bit more powerful. Just a personal preference really. On a side note does anyone here think opportunist applies to suppression reaction shots? I honestly have no idea how to test/figure this out. My gut says no it doesn't but then again...
  8. I did not save the game unfortunately, and yes I've noticed what you are talking about with the same event unfolding after each reload. Apparently, if you miss a 95% shot and then reload to take it again, you WILL miss again and everytime you reload UNLESS you have someone else fire first and THEN attempt the shot. Without any knowledge of dice roll programming, I'll attempt to explain the way I think it works (which is probably wrong). The seeds are calculated at the beginning of each turn for each soldier and then saved. When someone fires, the seeds are recalculated for everyone again. This is why when you reload, you'll always get the same result each time for each soldier as the last load until you have a DIFFERENT soldier fire first or you MIX UP the order in which soldier fire. All in all, something is fishy and its never a truly random shot each time but its calculated beforehand I guess (randomly?)
  9. I've just tested out what you did. - Replaced ewp_rifle with ewp_sniper and added ewp_anyclass as a 2nd property to the assault rifle weapon in the .ini You are correct. The animiation is a bit... broken. http://i1299.photobucket.com/albums/ag70/thefreeking/2013-02-26_00020_zps88427ced.jpg Furthermore, I've discovered some more things about the sniper perks when I did this. 1) When you edit the assault rifle in the .ini the way I outlined above, you can have any class that can use the assault rifle use Disabling Shot and Headshot with the assault rifle (Headshot would be a good Assault skill, I'm thinking!) 2) Squadsight also works with assault rifle and somehow without editing anything else I can hit squadsighted enemies. 3) Doubletap has some good news and bad news. Good news is you can use doubletap with assault rifle for SNIPER class only. Bad news, my support soldier with doubletap still can't use Doubletap, It seems like it is hardcoded to only work with the sniper class and not the weapon.
  10. I'm going to link to an earlier post first: http://forums.nexusmods.com/index.php?/topic/826312-experience-values/?hl=experience&do=findComment&comment=6626869 Apparently there are triggers for gaining EXP like eGameEvent_Kill, eGameEvent_Wound, eGameEvent_Heal, eGameEvent_Turn, from which only eGameEvent_Kill seems to be implemented to allow you to gain EXP. Has anyone tried to mod the game to alloe your soldiers to gain EXP from other actions in the game? I would like to know if eGameEvent_Wound works from wounding an alien or from sustaining a wound to your soldiers. Hopefully the former, because I'm bothered that only the soldier that makes the kill gets EXP points when it seems my whole squad contributes to killing a really big alien. This is beyond my coding ability however with the hexes involved so if anyone has attempted this or is willing to attempt this let me know.
  11. I personally enjoy being able to shoot down abductors and terrorships late game so YES make them appear. Add panic for ignoring? No, because when they appear early game you'll be too weak to shoot them down. Thus you'll get flooded with panic too fast too soon for anyone to win.
  12. The resource management idea is interesting! I think it'll be quite a fun challenge if the resource issues can continue into late game (I always enjoyed it in vanilla but it stopped around mid game for me when you get an abdudance of everything except now you're short on sectoid corpses! :P) The UFO Combat idea is essential, especially with what's been done with long war and warspace I feel this part has improved the game and should be a part of any mod. Research changes are a good idea. Why not make engineering story items longer too? (like skeleton key, hyperwave, gollop chamber etc) I agree that story arc research should take more time (this would make alien base more of a challenge kinda forcing you to do it later when the whole world is probably at 4 bars of panic lol.) Also it could make the post-alien base game a bit more challenging, bringing back the panic levels while you are strugling to build a 1-month hyperwave chamber. Soldier Changes: are you saying you increased the ammo for the LMG for heavies?
  13. Lol I know, something is bugged here with the quick reply. Use the full editor to edit comments and this won't happen, I noticed. 1 comment about the new heavy tree - I think It is important that the single skill at the Major rank be useful to the soldier no matter what choices you made before he hit Major. With your tree, if someone managed to avoid picking any rocket perks or suppression, getting Mayhem would be essentially useless ( giving them +3 damage ONCE per mission on ONE rocket is a throwaway in my opinion). The solution to this would be to put a suppression vs rocket choice somewhere so the player is forced into picking a 2nd skill that Mayhem would build upon or picking an entirely new skill at major. Otherwise nice trees! Rememeber to test them from beginning game to at least mid game against cyberdiscs and berserkers to see if you like them.
  14. These are good trees. I would like to know why you got rid of snapshot myself. Personally, not a big fan of too many overwatch buffs on snipers, but that probably comes with my own personal play style. Also I'd advise against giving rapid reaction to the heavy so soon at corporal - keep in mind balance issues - early game your Heavy is going to 1-shot kill enemies so giving it 1-2 ranks later would make more sense. Otherwise the skill it useless early game as it won't see use until May. Same with close and personal for assault; 1-2 ranks later I think because you don't need criticals to kill enemies until May. Does your mod plan on editing the armors to allow 2 small item slots? If so, you may not need Deep Pockets at all. Finally, I find Rapid Fire to be the most powerful offence abilty in the game making any choice opposite it completely forsakable unless it is the 2nd most powerful offence ability in the game... In the Zone. Might I recommend this bifurcation for your assault? =)
  15. I've created templates that are compatible with certain MODs you may be using. Both Warspace Extension and Long War have made changes to the trees and these files will allow you to make your own changes to THOSE changes. This way you can have the mod installed AND make changes to their skill trees. Obviously, must use ToolBoks. If you have any requests, I'd be happy to make a file for other mods that have made changes to the ability trees so you can tweak em. *Versions 1.1 Released with better perk tables for reference* Attached Files: New Versions 1.1
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