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Vitohawk

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  1. 1) Is it possible to attach the fire rocket perk to the LMG to give a rocket to whoever holds the LMG, in effect enabling you to make any soldier a heavy class. 2) Removing the ewp_heavy class 3 ammo restriction so i can have all classes equip but not end up with 3 ammo. 3) I'm a huge fan of long war mod and can someone point to the info on how I can add shredder rocket to items. If it is possible can anyone offer me any help on where I would start. My ultimate goal is attaching a few perks to weapons and removing them from soldiers. Using training roullette and being able to still have run and gun on a shotgun, fire rocket + supression on LMG, squadsight on sniper, supression on rifle. Any help or pointing in the right direction to the info i need, will be greatly appreciated.
  2. Not sure how hard it is but could anyone make this? Xcom stealthed soldiers fully visible to aliens, but under stealthed conditions raise defense substantially so they are almost impossible to hit with ranged weaponry. This allows stealth soldiers to be countered by grenades, melee and psychic attacks. It also allows pods to be activated on LOS. That would feel more realistic as "Ghost Armor grants near invisibility".
  3. I was wondering if anyone could help me out. Unfortunately my skill level and time limits me to DGC.ini changes. I am looking for the following in a mod. -All weapons equipable including the sniper rifle. -Ammo adjustments to the weapons to reflect vanilla. (as adding heavy to weapons results in 3 ammo only :sad: ) -Toolboks compatible or patcher based mod, so I can apply these changes over other changes I make Why I am asking for this: I plan to alter the whole perk system myself so that weapons hold class specific perks, and use this with training roullette. For example: Shotguns hold run and gun perk, Sniper Rifle holds squadsight perk, Heavy class hold suppression perk or fire rocket perk, assault rifle hold covering fire perk or deep pockets. I havent decided on all of these and ofcourse I plan to make my own DGC.ini edits to factor in balances. I believe EXALT weapons add in a whole extra possibilty with this too! I am excited to do all this but need help. Another reason is, don't you hate it when the RNG screws up and you get too many of one class! I know there are very easy ways around this, but it ruins the feel of the game when I have to exit then alter chances of a specific class. I mean think about the possibilites with this you can mix and match your soldiers so much more while retaining class specific abilites on weapons, so that you can MAKE a soldier be a sniper or assault for that mission etc... To have this freedom to equip my team would be INCREDIBLE to say the least. I look forward to any help or opinions with this anyone has to offer. Edit: And ofcourse I am requesting this help specifically for Enemy Within patch 1.
  4. Here is what I did- Second Wave options that help with this: Marathon mode (everything takes longer) Alternate Sources (makes power requirements higher for facilities so its not such a cakewalk to build them so fast! I had to choose between mecs or gene modded soldiers initially) Open toolboks and keep it open.. Open XEW > XComGame> Config > open defaultgamecore.ini Search for: ITEM_MELD_BALANCE=1 (increasing this to 1.2 should make meld dependent things cost 20% more meld, 1.3 is 30% and 2 is twice as much and so on!) Save the changes and exit, close toolboks and play. http://www.nexusmods.com/xcom/mods/431/? Meld Mechanics Reworked by wghost81 aka Wasteland Ghost >> Use this modlet only for reducing meld: No Meld on Abduction missions for patch 1 Note: If meld becomes too sparse also use the Collect Meld From Alien Corpses for patch 1. There are other things you can do also like increasing tech time balance instead of marathon mode, if you do not like marathon mode. If you have questions or specific DGC.ini changes or balances you need help in deciding I don't mind helping out. I have tested heaps of DGC.ini changes with multiple modlets to find the balance fairness and difficulty I am looking for, and I finally found it.
  5. All of this is so incredible. I really like the idea of this happening "2 of 3 large scouts shot down ... only 1 spawned abductor ignored ... 1 abduction site!" I believe this was a feature in Warspace I remember missing a UFO due to damages mounting and 1 abduction site still spawned. Made the strategy game so much more interesting. And the idea of 3 abduction choices still happening if you don't have the available resources to shoot them all down. This adds so much variety and strategy for the player to micromanage. Weighing up abduction rewards vs extra panic in a country (adding more difficulty to panic management seems to be needed). This is so much better than having every abduction available just to poorly simulate 2 or more skyrangers on top of dumbing down the reward options and added panic scenarios.
  6. I dont want this penalty to apply to aliens just soldiers. I was considering how even though overwatch has an aim penalty, it has no real counter allowing you to play super careful putting your whole team on overwatch constantly. Overwatch also implies your head is out of cover with your weapon watching and waiting to attack. I want a higher risk with this tactic to give more incentive to dash to high cover instead to reveal pods. I was thinking of a defense penalty something like 5-10. Would anyone consider making this? And if it is possible to give soldiers using suppression the same defense penalty.
  7. Sounds awesome I cant wait to play Long War in the meantime I'm doing as much as I can to make the game more challenging but fair. I do have abduction enabled where sattellites are but still not many UFOs happening. I guess I'll have to wait for that part when I play Long War. Thanks for the replies
  8. All my ini edits work fine so far but this.. I have tried to reload it but still not getting alot of UFOs
  9. I have searched and searched but to no avail on any wiki or previous thread. I am playing EW with some altered Toolboks mods and edited DGC.ini stuff. I donot seem to see UFOs before abductions, the amount of UFOs are low, is there something i am missing is marathon mode overwriting this and causing low UFOs? Do I need more than a DGC.ini edit to get those UFO busy skies. My settings so far. ShowUFOsOnMission=1 LATE_UFO_CHANCE = 100 EARLY_UFO_CHANCE = 100 UFO_LIMIT = 8 UFO_INTERCEPTION_PCT=100 I donot seem to see UFOs before abductions, the amount of UFOs are low, is there something i am missing please help.
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