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FirebrandXL

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Everything posted by FirebrandXL

  1. Hey, im looking for a quick edit to build times for certain buildings and the time it takes to excavate sites. I noticed that increasing the difficulty to Impossible also increases all build times. While im okay on with dat on equipment, its not okay on buildings. I would like to lower these values without lowering the difficulty. Can someome please tell me in what .ini or other file I can find above mentioned values so i can edit them? (time it takes for buildings to be built, sites to be excavated). cheers.
  2. Hey, im really frustrated about the nerf to Squadsight in EW (Snipers can no longer crit when using Squadsight) because im using a Tactical Combat Rebalance Mod and this feature breaks the whole mod (Snipers are supposed to crit in this mod...) Is there a way to get rid of this awful change by modding? I havent found the penalty function/value yet... Would rly appreciate your help.
  3. Wow Aweseome dude, it works perfectly fine now, no crashes or anything. And i will figure out the UE thing eventually I think :) Thanks a lot, I really appreciate your help.
  4. Man i tried for hours to figure this s#*! out, but its not working. If I go the simple route using toolbooks (toolbooks is updated for EW) to add it as a custom mod, the game crashes when starting any mission. If I decompress the UPK and look for the function, i dont find the described section. I found the described function in object view, but everything else looks way different and I have no idea how to proceed. This is frustrating :[ UE Explorer is not very user friendly i have to say...
  5. I dont see the need for a Chryssalid buff. I my X-Com version they are modded to 10 HP (original is 8 hp ) and i play on impossible. That means i always meet 3 of them at the same time. To kill one in one shot i need a sniper critical or 3 hits with a assault rifle or 2 hits with everything better. They can jump up and down buildings and spawn endless waves of zombies by infecting the civilians. If i dont kill them all 3 in a lucky move in one turn, one will defenitly reach one of my soldiers and just rape him... So i think they are really tough enemies until you get Alloy Cannon and Plasma Sniper.
  6. Agreed. It seems odd to me that they have LESS ammo instead of more, especially since - as you said - damage isn't that much higher than an assault rifle. And what kind of "support gunner" goes into battle with three bursts in his or her gun?! Still can't a value in the upk, sadly, and it's driving me nuts... why is something so basic so hard to find/change? :( Here is a thought. There is that foundry upgrade which extends ammo capazity. Not sure how its called, i guess "Save ammo procedure" in the US version. You can start the project in the foundry after researching about Muton Elite i think. So why dont you try to look in the upk files or whereever to find this foundry upgrade. Because this upgrade obviously alternates some ingame value which leads to more ammo per weapon. Maybe this will help you understand how to edit a individual weapon with the same effect!
  7. The CT file is a config file for Cheatenginge. Just open it with Cheatengie or start Cheatengine and click on the small "folder" item right of the small PC icon and load it. The readme is included in the file when you open it with Cheatengine. Just double click on the pink "script" text on the right when you loaded the CT file.
  8. I need some information here please. I read about hidden modifiers that apply in impossible mode like: - higher alien accuracy - lower soldier hp - lower general crit chance things like that. Is that true? I cant find any information about that in the core game file but the hp nerf definitely applies for example. Are there any other differences between these two modes? Are there really more aliens (in numbers on the battlefield) in impossible? Or more UFO contacts? Has anyone found a way to mod the modifiers or even add some? (upk files etc...) Thanks in advance.
  9. Thats actually already in the game? Or do I own a special edition? I can choose between 32 colors and 3 types of helmets. So no need for a mod o_O
  10. http://www.cheatengine.org/forum/viewtopic.php?t=558151&sid=278e08c1e8c07def2091de41a30f8ac3 Same here, you can edit the stats of your soldiers on fly by using a tool like cheat engine. Download the CT file and start it with Cheatengine. There is a collection of memory adresses called "Barracks Soldier editor" with which you can edit soldier stats and nationality.
  11. So which values do I have to search for? Just download the CT file from here and start it with Cheat engine. Everything is already set up there. You can also edit the class, but i would not recommend that because its really buggy and may crash the game. http://www.cheatengine.org/forum/viewtopic.php?t=558151&sid=278e08c1e8c07def2091de41a30f8ac3
  12. You can edit nationality by using a tool like cheat engine and change the values on fly. Its not possible to edit classes at the moment. But you can buy the Officer training upgrade "Basics" and recruit a lot of new soldiers. Just keep the ones you like and edit their nationality. Me personally, i only use female snipers, rocks :)
  13. Hey, I just need a little brainstorming here. There are many balance mods out there which try to extend the gameplay time and make it more challenging (like Marathon), but one problem they all share is the relatively fast alien progress. Means if you slow down the research time and reduce the monthly income to make the game longer and more difficult, you will have to encounter Mutons and Elites with crappy equipment. You cant afford the good stuff, you can research fast enough. Its esspecially problematic with Battleship UFOs later on because usually you dont have the Firestorm (the new fighter) nor good fighter weapons. Is there a way to slow down the alien progress? (not weakening the aliens) Make Elite enemies appear later in the game? How does the AI determine when to send Elites and when not to? What triggers stronger enemies? Story missions, cash flow, research, time? Any ideas?
  14. Im a modding noob, but just a simple thought. What about replacing an existing one? There are plenty useless companions, just replace the model/textures/outfit and maybe soundfiles and there you go. Its rly well described in the CK.
  15. Hey, The CK is finally out and there are some issues i always wanted to change in vanilla. But i cant figure out by myself how some things could be edited. 1. I want to change the ItemLevel of Orcish and Dwarven Armor and Weapons, that means both should become more high level loot, how do i do that? Found some leveleditem entrys but dont rly get it at all. If possible dwarven armor should also not be worn by bandits or other low level enemies. 2. As well i want the merchants to sell these armors only at higher levels, do i have to adress a special thing here in addition? Do i have to edit the stock of every merchant manually? If so, how do i do that (i rly dont find the entrys..)? As well i want the merchants to stop selling "Dwarven Ingots" or just sell them only at high level. I already edited the stats of both armors and wepaons and switched the smithing perks (Dwarven armor is now close to ebony, orcish armor is nearly the same as steel armor). But i cant figure out the rest. The intention is to make dwarven armor more special and only craftable via smelting dwarven metal like it was intended. Please help me if u can :)
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