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AleddJones

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  1. No real complaints with that. I've probably revised my perk trees a dozen times, sometimes fairly similar to yours. Only changes I'd make would be personal preference. Saying that, I think Sprinter is a bit of a dump skill. It's good, but considering the same effect can be achieved by changing the level up values to +3 move at whatever rank you so choose, it seems like something else could go there. What's your opinion on Damn Good Ground? I've never really seen it to be useful, Snipers aren't really in active combat, especially with compulsory Squadsight. It's also such a small buff :/ Personally I'd switch DGG with Snapshot, although presumably you left that out for a reason. I just think it goes so perfectly opposite Gunslinger...
  2. That is an interesting point, and obviously a lesson learned from experience. I expect it causes problems in the soldier ability display, at a minimum. I am surprised that a crash didn't result, unless at some previous point they had made provision for more than one skill gain per rank. Purely speculating, perhaps the second skill was occupying the slot intended for a Psi skill? At any rate, I would strongly suspect an unusable game at some point thereafter. Hopefully some brave soul attempting that will report back. Given the current state and limitations of modding, starting a new game is always the recommended 'safe' way to implement a mod. -Dubious- It cropped up when I was using my old save file to test ability tree changes, purely since I had a top ranked soldier in every class. I lost the screenshots I took, but it seemed perfectly functional. I never tried it while actively promoting, only at the endgame, but I don't see that being much of a factor to be honest. The only strange thing about the displays is having two highlighted skills on one level and then none on the next level, but that's obviously coincidental and can be changed in the upk. As far as I'm aware there was nothing there to do with Psi skills. I had multiple soldiers with more abilities than they'd technically be allowed simply because the save recorded them as having the ability, it was simply placed somewhere else in the tree, sometimes adjacent to another already-learned ability, thus providing two abilities per level. Didn't try anything with Psi abilities but as far as I'm concerned, mixing abilities like that is a minefield. Couldn't hurt to try though, I guess.
  3. Cheese addendum - you can get 2 abilities per level if your soldier already 'earns' the ability and then said ability is placed lower in the tree opposite something you already chose. I'm not sure if this is practically applicable since you'd have to micromanage sections of the upk between promotions, but it seems potentially viable for some interesting/insane builds. Cheers for laying out the info, I only read through most of it but not all so hopefully that's somewhat relevant.
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