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Yzaxtol

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Everything posted by Yzaxtol

  1. Ouch, yeh. Just consider the amount of work I'll have to do if Firaxis release a patch.. you've nearly tripled the work required with all these awesome complex modlets.
  2. I've gotten a Sniper that can't buy anything on the 3rd Rank as it says Prior Training Required. http://cloud-2.steampowered.com/ugc/885233862088007035/A6687424B3B0DF49159797CABA07086F9C32C2DE/
  3. Ahhhh Good, I pity the fool that hasn't assaulted the base before July as the Outsiders get ridiculously powerful. Another note: are these days affected by the Marathon variable?
  4. Another stupid question are these upgrades cumulative or do they replace the last upgrade?
  5. So if we're using the mod should we delete the old robotic damage reduction mod, are they incompatible?
  6. Strange, my sectoids have been teleporting all the time now, even when found and just walking across my vision they actually teleport instead. :(
  7. -1 works for CritHit for starting with the 'upgrades' even on the first mission. Now I just have to make more changes in the strategy section to make Easy actually Easier :) hehe.
  8. here is a screenshot of my 'sophisticated' Perk Editor that I use to easily switch entire perk trees around in a matter of minutes. After every edit, I copy the Custom and Over-write Merciless and that always leaves me : The vanilla HEX, my current HEX and something to mess around with.
  9. Squadsight for Thin-men, Cyberdiscs and Sectopods pls :biggrin: And Holo-targeting for Drones. My main plan is to provide alot more specialism among the aliens so that each alien is approached differently and priorities made in the tactical combat. E.g. Taking out the drones so they stop granting the Cyberdisc/Sectopod greater range and Aim bonuses from Holo-targeting. Not getting too close to Floaters as they're crazy good up close. Getting near to Thin-men as they, like Snipers can't aim well in close combat. etc etc, and I'll try and get a list of perks that I'd love to see assigned to each alien as basic.
  10. Yeh for some reason the game only uses the iDamage,iOffenseBonus i(etc) from the standard Plasma weapons and not the Sectoid/Floater/Thinman weapons.
  11. <p>Damn, this won't work with my mod as I have to constantly nerf the damage from thin-men,sectoids and floaters, otherwise they'll be using the same super stats as XCom Plasma weapons late game.</p> <p> </p> <p>XCom HP: 6</p> <p>Sectoids 6 -> 4dmg</p> <p>Thinmen 7 -> 5dmg</p> <p>Floater 7 -> 6dmg</p> <p> </p> <p>On second thoughts assigning iCrithit as 1 and idamage as -2, it should 'upgrade' the sectoids on the first map to the nerfed levels?</p>
  12. *screams and giggles like a school-girl*
  13. Cheers this should be perfect for what I'm planning for my new Perk Manager
  14. About http://wiki.tesnexus.com/index.php/GetPerkInTree_UPK_mods_Enhanced_Perk_Tree_-_XCOM:EU_2012 I just know that If I try to convert the Toolbok Custom mods into pure HEX search-replace .txt file like my own I'm going to mess it up big time. Any chance that you could share the entire UPK switch for each tree. Then I can cut and paste it into a nice Perk Manager and save myself a lot of panic attacks :biggrin:
  15. Yeh I saw that, which is why I've renamed Hidden Potential and it's description in Merciless as BUGGED, because I use the promotion to Heavy to include a -2 mobility penalty to make up for the Unlimited Ammo I gave Heavy Weapons.
  16. "We're not just banging rocks together down here, We know how to put an AI back together!" - Cave Johnson Edit: Very interesting, will probably see If I can stea... use this lovely code :D Edit2: Right after I finish clutching my chest after my 3rd panic attack of the day. Bad day.
  17. Anything stopping the support from not grabbing smoke grenades but grabbing the smoke grenade buffs instead? Main reason smoke grenades, run-n-gun and fire rocket is forced at stage 1 is to make it more end-user friendly.
  18. I've already messed around with sight ranges in my mod Merciless. Currently each alien has a sight-range unique to that species. Humans have 22, SHIVs have 27 sectoids 24, mutons 18, Drones have 27 etc etc Sometimes you'll ambush the Mutons, sometimes you might get seen by the Sectopod's Drones but not the Sectopod itself. So taking out the drones will stop the sectopod from killing you or sending it's missiles :D Hopefully once I've learned how to grant squad-sight to certain aliens, I'll be able to create more tactical options for the player :D
  19. How difficult is this going to be to edit perk wise?
  20. Cool, a simple and awesome concept. However easier mods tend not to be well received as the majority of the people that are still playing XCOM and looking for Mods now most likely have played it alot, probably even completed it on Impossible.
  21. try the comments section of Warspace Extension.
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