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snwkill

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Everything posted by snwkill

  1. I second this question. Where did you find this particular script?
  2. Try stunning another one of those energy shard guys on a ufo mission. That seems to be the trigger to getting a base... I know it wouldn't make sense since you did it already but who knows...
  3. Not only that but the AI is much more intelligent on Classic difficulty. They actually try to flank, and will run right up to you to get high percentage shots.
  4. I like these ideas, I hate how they tied events to certain milestones that the player makes. It is quite comical because the easiest alien to stun is the energy shard guy, which in turn makes the base spawn before i even get lasers. I almost think that satellites should be a little easier to launch, to get coverage, but in turn scale down some of the rewards.
  5. Apparently it is just the Nvidia profile for SLI cards... isnt correct for xcom and have to set it to single gpu
  6. I have a feeling they are going to unlock it in a DLC, make a little more money right around people are starting to get tired of the game. Have you completed the game yet?
  7. The tradeoff of having a sniper is the fact that they are horrible when the enemy gets in close. The same tradeoff exists with the assault with a shotgun, great up close but horrible from distance... I am not saying don't do it but I definitely think it would take away that balance... And quite frankly this game is only fun because of hard decisions, if you take those away you are left with a very shallow shell.
  8. This game is cheap enough, the last thing we need is aliens sniping us from across the map.
  9. Has anybody been able to get anywhere with the Unreal SDK on this front?
  10. If you carry two heavy weapons there should be a movement penalty for balancing... IMO
  11. You encountert a seeded rng where the seed is saved within you savefile, this is done so you cant just reload until you hit :) Working as intended Yea take a step to the left and then do it... You will get a different roll. But if you reload and do the exact same procedure over and over the outcome will be exactly the same.
  12. The new nvidia drivers 306.97 cause the cover indicators to disappear.
  13. I think those options are down near the bottom ; Soldier Values NUM_STARTING_SOLDIERS=12 BARRACKS_CAPACITY=99 LOW_AIM=50 HIGH_AIM=80 LOW_MOBILITY=12 HIGH_MOBILITY=14 LOW_WILL=20 HIGH_WILL=60 ROOKIE_AIM=65 ROOKIE_MOBILITY=12 ROOKIE_STARTING_WILL=40 Nevermind... not there I am so tired from too many late nights this week
  14. I am actually thinking about taking the cheapness out of Classic, or toning it down at least from what I have seen the main factors that make classic what it is on the tactical level is the following; BalanceMods_Classic=(eType=eChar_None, iDamage=0,iCritHit=0, iAim=0, iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_Civilian, iDamage=0,iCritHit=0, iAim=0, iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_Soldier, iDamage=0,iCritHit=0, iAim=0, iDefense=0,iHP=-2, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_Tank, iDamage=0,iCritHit=0, iAim=0, iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_Sectoid, iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=1, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_Floater, iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=2, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_Thinman, iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=2, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_Muton, iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=2, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_Cyberdisc, iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=4, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_SectoidCommander, iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=4, iMobility=0,iWill=35) BalanceMods_Classic=(eType=eChar_FloaterHeavy, iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=4, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_MutonElite, iDamage=0,iCritHit=10,iAim=20,iDefense=10,iHP=4,iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_Ethereal, iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=5, iMobility=0,iWill=35) BalanceMods_Classic=(eType=eChar_Chryssalid, iDamage=2,iCritHit=10,iAim=0, iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_Zombie, iDamage=4,iCritHit=10,iAim=0, iDefense=0,iHP=4, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_MutonBerserker, iDamage=3,iCritHit=10,iAim=0, iDefense=0,iHP=5, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_Sectopod, iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_Drone, iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=4, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_Outsider, iDamage=0,iCritHit=10,iAim=20,iDefense=10,iHP=2,iMobility=5,iWill=0) BalanceMods_Classic=(eType=eChar_EtherealUber, iDamage=0,iCritHit=20,iAim=10,iDefense=10,iHP=5,iMobility=0,iWill=10) BalanceMods_Classic=(eType=eChar_BattleScanner, iDamage=0,iCritHit=0, iAim=0, iDefense=0,iHP=0, iMobility=0,iWill=0) Take note of the huge jump in the aim category... everything is set to 0 in normal mode Wow in normal thinmen actually get a -1 for hitpoints.... No wonder there is such a big jump from normal to classic when it comes to thin men Here is another big difference between normal and classic ; Maximum number of aliens that can be attacking you at one time. -1 == no limit. MaxActiveAIUnits=5 MaxActiveAIUnits=5 MaxActiveAIUnits=-1 MaxActiveAIUnits=-1 So the max number of enemies that will actively attack you is 5 in normal... I imagine that makes a huge difference.
  15. Hmmm... I made changes to the exe... I made it so the bonus of having sat's adjacent was 2 and I saw it immediately in my save game. Regarding having more than one inventory spot I saw some of this which looks interesting. Nevermind just saw somebody else posted about this.
  16. So could we make at least those numbers dynamic? Even if they were only dynamic each time you loaded if you gave late_ufo_chance=(any # from 50-85), that would give the game at least some replay-ability. *edit* The only way I could do it is by making a batch file that loaded a script that changed the value to a random number and then launched the game.
  17. Nope, that showufosonmission is a 0 or 1 switch as far as I can tell. Either you set the game to show them or not. No dynamics can be introduced by just modifying that setting. Whoops for some reason when I saw "showufosonmission" for some reason my brain said more ufo's spawn on map...
  18. Wow good work, at least there is some light at the beginning of the tunnel, hopefully that tunnel actually leads somewhere. My scripting skills don't go beyond VB scripting, and my game modding skills are pre-newbish... Is there anyway to make those numbers dynamic? So that ShowUFOsOnMission=0 could be ShowUFOsOnMission=3 if other conditions exist. Or are those just initial settings that are loaded up once and never again touched?
  19. I was thinking more along the lines if you don't pick them up or their weapons, you lose the weapons they had equiped on that mission
  20. You can also delete the exe and then verify integrity of game cache in steam
  21. I am really interested to see what was being worked on with the 2nd wave option "marathon". Does it stretch out the scripted events, or does it do away with them entirely... I agree with you though I think it will take modding tools to really bring the strategy up to the par of what you would expect from an xcom game. For what it is, it sure is fun though.
  22. The "Not created equal" option from the second wave menu might come in handy with finding what controls that
  23. Dang the marathon option was the only one I was looking forward to! But very nice job finding this... It seems that Firaxis would revisit this at some point in the future? I am very curious to see how their post support is on this one.
  24. So far I am fairly happy with balance, but I think the strategy layer needs a bit of an over-haul. If possible find out what is controlling the mechanism that "issues missions", then try to only call that function when certain things happen. For example, instead of the council immediately just giving you a terror mission, first create 3 or 4 spaceships, give those ships a route, and if the player doesn't have satellite coverage you won't be able to see the ships, if you do you will be able to see them and have an opportunity to shoot them down. If you fail to shoot them down or don't have a satellite covering that area then the ship lands, you then have the opportunity to take the skyranger to intercept the landed ship for x ammount of hours or minutes, if you still fail to do that then you call the function that issues out missions, give it something like 50% chance of alien abduction, 25% chance terror mission, 25% chance that it is some whacky disarm the bombs mission... These are just off of the top of my head numbers. But that is all dependent on how those missions are called up, it almost appears that they are hard coded by the date, or by certain advances.
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