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Yzaxtol

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Everything posted by Yzaxtol

  1. Bah, changing a Assault Rifle to eWP_Sniper and giving it Disabling Shot really messes the animation up something awful. It's a shame because I wish I could allow players to have sniper take assault rifles as a more mobile option to the slow/accurate sniper rifles, but apparently most of the abilities will bug out if used on anything but a sniper rifle.
  2. Yeh, pretty much what I was thinking too, it's a shame that the panic system was so simplified it's hard to scale it properly. On another note, I've pretty much departed completely from Warspace's UFO system and modified most alien weapons and UFOs to be abit different then normal. E.g. Large Scout is now a Sword-Class Destroyer, being slower and with Dual Cannons that fire really slow, guaranteed hit and does alot of damage (perfectly countered by dodge modules. and appear in the same months, and doesn't make Lasers/Pheonix seem like a waste of an investment. UFO 1 - Rapid Fire - Medium accuracy (Dodge useless) UFO 2 - Slow + Precise (Dodge Super Effective) Avalanche - High Damage low accuracy (Aim Super Effective) Laser+Pheonix - Rapid Fire - high accuracy (Aim useless) Ships that destroy you/destroy them before time runs out (Track useless) The other ships (Track Awesome)
  3. I would only go FULL laser if I had a team of rookies or chose all the ammo-eating abilities for my perks.
  4. Major Design decision: Make UFOs show up BEFORE they do a mission: Terror/Abudction OR Add panic for ignoring/failing to shoot down UFOs OR Both There are Pros and Cons to all decision. I'd prefer to be able to fine-tune panic however shooting down UFOs is the primary method of gaining resources and having them both will cause ALOT of un-avoidable panic and will make abductors cause 3 panic instead of 2 on every country with a satellite.
  5. Aye, you make another good point. Switching HEAT Ammo and Shredder Rocket. Now going to change my UPK files for my mod. for v.02 I think you deserve credit for the HEX BYTE code for the abilities and helping me design the perk trees :wink: Also, because of the excellent advice from BlackAlpha, I just designed myself a nice easy to read .txt file for creating Perk Trees quick and fast.
  6. Is there a way to create the possibility of interrogation fail? I don't know if it's impossible, probably is, but I can say it would probably be insanely difficult to modify the code to that extent.
  7. i cheated with Unlimited ammo, and reduced mobility and accuracy.
  8. You made some good points, Support now has Flush(Corporal) + Rapid Fire(opposite Savior). (5th line is now Combat DrugSmokes or More Smokes, Dense Smoke(equivalent) is now a Psi only ability) Sniper, replaced DGG with Snapshot Heavy was changed quite considerably: Rocket Covering Fire - Tactical Sense Shredder Rocket - Bullet Swarm HEAT Ammo - Supression Danger Zone - Executioner Mayhem Rocketeer - In The Zone with my Assault's agressive tree(on the right) is now more like: - Grenadier C+P Bring 'em On Killer instinct - Rapid Fire With this I feel like they're more balanced, especially with everyone getting atleast 1 multi-shot ability for Colonel EDIT: Why do my edits suddenly convert into HTML code and back again?
  9. I personally colour code my teams of 4. An re-name their nicknames Jade 1, Jade 2 etc depending who got their first. Purple is reserved for my Psi Squad. Jade Squad, Obsidian Squad, Platinum Squad etc etc. It's always fun to take screenshots when they were Rookies and when they (or what's left of the squad) is kitted out in Plasma/Titan stuff My Steam Screenshots: http://steamcommunity.com/profiles/76561197970945245/screenshots/ Jade Squad Starting Out: http://cloud-2.steampowered.com/ugc/903235243711627460/98BEDC04E9492510039AFFB1216D5D5358578824/ Jade Squad End-game: http://cloud-2.steampowered.com/ugc/903235243771675751/781C75808787B23D338398B029245089A093B6E4/
  10. This is my current version of my Ability Tree for my Merciless mod I'm planning on making so this probably won't be the final version. Anyone got any feedback for what they think works and doesn't with this set-up. The game play does depend on the 'worse' perks being first. http://test.gandcdesign.co.uk/Ability%20Tree.jpg
  11. Ouch, making some edits to the big forum post, somehow converted into HTML and back again :S Edit: Fixed Now Any Opinions, advice, feedback or casual observations will be appreciated :biggrin: Edit2: It broke again :(
  12. Merciless - An Enhanced Strategy Mod Merciless News Just about to release v0.5 for anyone in Mod Talk to help test it and general feedback to be received. Mod Info This mod was designed, using Warspace Extension v1.72 - http://xcom.nexusmods.com/mods/18 , because I believe that there wasn't enough 'Touch Choices' in the original game. Engineers and Satellites anyone? Every change i've made in this mod is to balance each and every choice that you might have to make, be it choosing which ability you want for your Heavy, if you want to save a country from Panicking or gain Scientists for a research project, to make those choices meaningful every step of the way. The choices you make will matter, every choice should come with great consequences good and bad. This mod is designed to be played on Normal difficulty (the Main Menu has been renamed), which was previously Classic, so that the AI is unshackled and more of a challenge to the player. Hard also has unshackled AI with a lot more enemies spawning and significantly rarer resources. Easy has resources in abundance, AI is shackled again and combat is slightly easier in sections. It is reccomended to play on Ironman mode in this mod, it has been balanced that while you may suffer set-backs and the occasional lost battle, the war is still there to be fought and won. The Tutorial is bugged in this mod and will not work, so please don't enable it or your game will crash. Summary of the changes Tactical Combat The tactical section of the game has been overhauled, enemies now come in many different varieties, ranging from the Huge, slow, easy-to-hit Sectopod that's tougher then a coffin nail. To the elusive Thinman that is very hard to hit, but really only needs to be hit once. In Normal and Hard difficulties the AI have been unshackled to be much more agressive and to hunt your team down instead of being granted ridicoulous stat bonuses. Equipment The weapon types each have their main strengths and weaknesses, so weapon choice is essential for eliminating aliens efficiently. Covential weapons are Average in everything, Lasers are accurate with unlimited ammo, Plasma weapons are highly dangerous but difficult to aim. Armours are now in Heavy, granting you extra gear slots and more HP at the cost of mobility or Light, fragile but highly mobile. Many items have been modified to provide more meaningful choices throughout the entire campaign. UFO Combat UFO Combat has ben re-vamped and now is another in-depth gameplay section that you must decide to focus on or ignore. It takes multiple Interceptors to take down UFOs, they are slower now to allow you to catch them multiple times. You start with 4 Interceptors to help you get on your feet. Interceptors gain experience and become more accurate with their weapons the more UFOs they shoot down. Most of the resources for this game comes from shooting down UFOs so progressing through the UFO combat is a good way of staying on top of all production requirements. Resources A greater focus is now on collecting Alien Materials, the more advanced the technology you want to create, the more rare the material you will need will be. The Gray Market has been significantly improved with the value of the item in question heavily dependant on the usefulness of it. Damaged items now sell for next to nothing while UFO Power Sources go for $120. Research The Tech-tree has been tweaked to allow for a more sublte twist on UFO combat. Items now cost roughly half of the materials required to research them, once you have finished a research you will have a good idea what the item will cost in materials, never feel like you wasted a research because you can't afford to create the item you wanted. Longer story-based research loosens the pressure for the player to finish the story. Panic System Panic is now a system that requires great attention, though you are no longer rewarded greatly for it. You must decide when a country is worth preventing from defecting to the alien menace. Satellites are now significantly improved in combating panic, even being in the same continent prevents most countries from defecting. As long as you have the air-force to defend your satellites, they will help stem the flood of panic that is sweeping the planet. Soldiers When you receive recruits for the XCOM project, they may be experienced soldiers but their first sight of the alien menace could send them into a panic. Soldiers start out being pathetic and must be guided through their first mission before they start to kick arse and take names. All of the ability trees for the soldiers have been overhauled. Now the Supports have ample tools in their arsenal to help their teammates. Heavies are now slow, but unstoppable machine of war with unlimited supplies of ammo. Snipers now start with Squad-sight with extra training into special shots or extensive Overwatch training. Assaults now balance themselves between bringers-of-death or being indestructible juggernauts. Miscellaneous Be immersed in your XCOM game as many of the game-like terms have been replaced with more in-character wording, Important Research Reports and Item descriptions have been modified to explain certain sublte gameplay changes. Light Plasma Rifle has been renamed to Plasma Carbine, just because. And many more.... Credits Merciless was created using the Warspace Extension 1.72 by BlackAlpha (http://xcom.nexusmods.com/mods/18) as a base. Though a significant portion of the mod was modified, the essence of the mod and some of the changes have stayed that were definite improvements on the original game. BlackAlpha (Creator of Warspace Extension): For his invaluable help and mentoring, personaly and with his XCOM UPK Modding Tools. Allowing me to use Warspace Extension 1.72 as a base for creating my own variation of XCOM. johnnylump (Creator of Long War Mod): Interceptor Experience + Starting with Situation Room bokauk (Creator of XCOM Toolboks): Starting with 4 Interceptors graa: Helping design/balance out the perk system. Thanks to all the testers that hellped balance and tweak the finer points of the mod until it shined. They are (in no particular order): Mezmure Special thanks to: Dreadylein (XCOM Nexus) for creating the mod patcher, which helped the modding community to grow. Daemonjax (XCOM Nexus) for creating XSHAPE, allowing us to modify the UPK files. JRSoftware.org for creating Inno Setup 5, a pretty cool installer. Firaxis Games for creating XCOM: Enemy Unknown.
  13. I've already succesfully replaced the pre-requisite for Elerium to be Alien Materials, instead of UFO Power Source and replaced the pre-requisite for EMP Cannon to be the UFO Power Source. Also all plasma weapons require Elerium to be researched. Except for the Plasma Weapons with TRUE values that unlock after an item is looted. I'm incredibly new with making .upk changes, and I am fairly scared to be changing the Code to add 'LABS().IsResearched(12) &&' at the beginning of the code, if that even works :S
  14. I've been modding the TechTree of my recent tinkering with BlackAlpha's Warspace mod and i've made a few notations of the BuildTech function: BuildTech(34, TechCost(5), 160, 1, 43, 1); #34 = Tech ID / int iTech . Using twinjs list of IDs this would put it as being the Interrogate Sectoid. #5 = Tech Time / int iHours. How long it takes to research. #160 = Item ID / optional XComGame.XGGameData.EItemType eItemReq. This can deduced to be the Sectoid Captive Item ID, most 100+ numbers in the BuildTech function are items. #1 = Tech Requiremnt / optional XComGame.XGGameData.ETechType eTechReq. #1 on Twinjs list is Xeno-biology which fits with the Interrogate Sectoid Tech. #43 = Image ID / optional int iImage. This dictates the image you will receive when browsing this tech in the Research Lab UI. #43 is the image used for Interrogate Sectoid. #1 = Research Credit ID / optional XComGame.XGGameData.EResearchCredits eCreditGranted. This number that you will only find with 4 seperate values after the TechCost(#) for Interrogations and the Muton Elite Autopsy. These are the IDs given to each of the research credits. As you can see most of the values are 'optional' to you will have to discover which Tech is using which values before you make changes. There are alot of True values, I have no idea what they do except that further down in the code, using UE Explorerer they are used to make AND and OR cases for tech (main example is Experimental Warfare needing EITHER Alien Materials OR Weapon Fragments.
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