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Yzaxtol

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Everything posted by Yzaxtol

  1. I work in Tech Support so, yeh alot of this modding feels like my Day Job :D
  2. Well Toolboks is becoming more advanced to handle many of Amineri's new modlets so I'd message Amineri for the wiki-links to all the modlets, grab myself Toolboks and get cracking. Unfortunately my entire tactical difficulty modifier in the DGC is re-programmed for Damage Reduction and Regeneration, aswell as improving aliens over time. If that UPK change isn't in, then my entire DGC would be ridicoulous with easy and normal being obscenely hard and classic becoming super easy. a lot of the changes we've made unfortunately are organic and require the previous changes to balance them out. I have honestly forgotten most of the stats of Vanilla aliens and had to re-install XCOM just to find out what they used to be like so to balance my next change with knowing the previous system. It also doesn't help that we have so many different files to mod for each change. 2 different localisation files for names and descriptions, 3 UPK files for new code, the DGC for most balancing tweaks. And about 100 different changes in each file that someone like myself always forget to document. (Except the UPK file changes as they're super important to remember especially when the game gets patched)
  3. I'm fine with where I am with the difficult modifiers at the moment. But with more modlets being introduced it would make sense to crack open the DGC.ini to allow new code that can be easily editable but i'm personally not against trawling through upk code to make changes either. Also I would need some negative modifiers for the aliens due to the game treating the XCom weapons as the alien ones.
  4. Awesome finds. I'm personally leaving as many cheats in possible in my 'Normal' as it's my new Easy and Amineri's awesome Alien Stats progression and regerneation modlet has made the tactical combat identical for the 2nd and 3rd difficulty, except for all these cheats. So I kind of need them at the moment, hehe.
  5. I don't have that problem at the moment, A full re-install sorted it out for me and I never bother to un-install my mods anymore just over install them over and over again.
  6. I've noticed the Warspace Uninstaller increasing the load-time so much that my Skyranger Audio used to lose sound for 5 seconds then re-loop... twice! with every attempt at getting back into the Strategy UI.
  7. Tried it twice and it crashes on start-up :S
  8. Main reason I didn't give Flush to Heavys was that if using Unlimited Ammo it becomes an insanely awesome ability. So I left it with Support, the ability doesn't need to be changed as we've already re-balanced it but it should still cost as much ammo as Suppression and I believe it probably does 2.5 as plenty of times after a flush in vanilla there used to be tiny bit of ammo left but not enough to actually fire the weapon.
  9. I haven't heard much about this EXE change, atleast nothing good about it. Will be willing to test it but forgotten where it was and what it does. The new pods look super sexy, will take ages to balance every pod throughout the game properly but it's a good start :D
  10. Gotten a question if it's normal that you can't reload the weapon unless it's empty :( Le sigh damn you native code, damn you!
  11. So far so good, the Ammo system looks pretty nice. The only thing odd I noticed was converting the version in the middle of combat reduced everyone's ammo to 0. No biggie :D
  12. After work, will see what I can do about updating the beta to test this out further. :D Awesome work like always
  13. Well I don't know what it's doing but I only get 5 shots when I put 606 in the iSuppression value for Rifles.
  14. There's probably a rounding error with 6 shots, as rifles have a large bit left but says they don't have enough ammo? 100/6 = 16.66 17*6 = 102 Might also be an issue with 8 shots. 100/8 = 12.5 13*8 = 104 3, 7,9 will probably be fine as they round down.
  15. The Ammo system is in the v1.4 Merciless beta, one note on the Disabling Shot bug. The aliens will use the same ammo for their weapons as the XCOM do, as it's an iValue which their weapons don't pull from their own set of stats. So the choice really is between having the aliens with terrible ammo and AI, or removing Disabling Shot. :(
  16. Curses.... and I was looking forward to someone fixing the animation glitch that happens when that ability is used by anything but the sniper rifle. And then slap it on the Support aswell.
  17. Bombadier perk only applies to Alien Grenades.... :(
  18. The ammo works with the Ammo Conservation project exactly as designed. Also Unlimited Ammo Property still works.
  19. Keep up the awesomely epic work :D
  20. Only other poossible thing I can think of is how having an item equipped could help with ammo conservation, if possible with a new perk or hidden perk/variable, something to tie in with your extra item modlet.
  21. Test utterly failed 100% of the time, the iSuppresion value does nothing.
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