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Ichthyic

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Everything posted by Ichthyic

  1. or, turn it on, and then change it so that ignored ufo's don't cause panic (there is a setting for that too). here is a list of all the settings: http://wiki.tesnexus.com/index.php/XCOM:EU_DefaultGameCore.ini_settings
  2. hmm, I know you can change the arcthrower to being a pistol (it's been done). I haven't heard whether than enables it to be used as a r&g weapon though. I'm going to guess that adding this as one of the properties will allow it to be used like a normal weapon: eAbility_ShotStandard so this is what it might look like: Weapons=(iType=eItem_ArcThrower,ABILITIES[0]=eAbility_ShotStun,ABILITIES[1]=eAbility_ShotStandard,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_None,Properties[1]=eWP_NoReload,Properties[2]=eWP_CantReact,Properties[3]=eWP_Secondary,Properties[4]=eWP_Backpack,Properties[5]=eWP_None,iDamage=0,iEnvironmentDamage=0,iRange=27,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=0,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Small,iHPBonus=0,iWillBonus=0) I'll play around with it and see. nnnnope. try 2: tried giving shotstun ability to standard pistol, which does allow you to stun when you swap to it, but doesn't allow you to use it with R&G. I'm thinking that there is a different .ini file needed where the abilities themselves are defined, because shotstun as an ability does not allow you to use it for R&G. so, I would amend your request to add a request for someone to figure out which files control ability effects. will have to try something else, as I think your idea is a good one.
  3. sounds like a reasonable enough way to provide a workaround. keep us posted?
  4. Probably because IRange doesnt control shot range of the weapon by itself.. it'l be hardcoded somewhere else, alongside # of grenades, # of rockets etc. yup. ...in some other ini file that hasn't been unpacked for modding as of yet, because there are no other references for these weapons anywhere else in the primary ini file. grenades, however, ARE moddable, and I think the reason is that the devs modded the distance for aliens first (you can see this if you mind control a sectoid commander, among others, where they can toss grenades a LONG way). since the aliens don't use rocket launchers (THANK THE GODS!!), I think they left the value to control distance out of the file.
  5. "But I am still playing around with the ability builds for supports and assaults. Not finalized what I want to do with those two yet. " FWIW, I found you only need one medic, so have one of your supports all with left side abilities, and the other with all right side (excepting sprint, which in testing always ended up being more valuable to any support unit). Since I like to use supports with sprint and ghost armor as scouts, it was much better to build my assault unit as pure offense, all right side abilities except for lightning reflexes. worked out quite nicely. Your "suppression grenadier" support unit helps to buff against psi attack too, and can act as your primary live alien nabber, drone turner, or SHIV repair guy. I balanced my heavies in a similar fashion to support, with one being an offensive rocketeer with shredder, and the other being designed primary as an AOE suppressor. this combo of balanced support/heavies with dps coming from shotgun assault and sniper with double tap worked really well all the way through the final mission on Classic.
  6. totally agree. especially inside an alien ship, every time you switch characters all you can see is the top of the damn roof. you have to constantly relevel the view to whatever character you just switched to. it's even WORSE when you switch to targeting, as you still get "roof view", but now there is no way to change the view downward. seriously annoying. bumpitty!
  7. did you look at my first post? changing the irange to 100 didn't even change the rocket range that I could see. I even tried 300 just for fun. nothing.
  8. yup. On the fun side, I added "fly" to the psi armor, but DIDN'T add a jetpack model to it, and so essentially you walk in air. with footstep sounds and everything. :) It still doesn't add mobility modifiers, but at least it's a different animation. seems appropriate for a telekinetic to be able to levitate and walk on air somehow...
  9. yup, the 2x2 with 2 regular and 2 advanced sat installations is indeed the best way to save money. I built mine in an "L" shape, and had to build 3 regular and 2 advanced to accomplish the same task.
  10. "And Telekinetic Field, while it's good, it's not nearly as good as Mind Control" actually, mind control has the hardest will check by far of any of the psi powers. If your psi trooper has a moderate will score (in the70s), you're better off taking field instead of control.
  11. yup, I'm using those drivers on a 560ti with no problems, but only one card.
  12. agreed. sometimes it seems to work, sometimes not. seems to depend on the map and circumstances; I find it usually works on maps with shot down ufos, but often fails to work on city-type maps and in enclosed spaces. My guess would be that the skill itself is not broken, but that something is up with the maps themselves, such that the game *thinks* there is a LOE issue.
  13. Note that some have decos that are "hidden". the psi suit, for example, has two variants, but to see each, you need to equip something like basic body armor and change the decos on that, then swap to the psi suit. AFAICT, all the armors have 2 variants.
  14. save space? there is no reason to; there are more than enough build squares to accomplish anything you wish. I built 3 extra workshops, 5 power plants, 5 sat uplinks and still had 4 squares leftover at the end of the game.
  15. take your time. balance mods require a lot of testing. Right now, all of the balance mods are guesswork at what *should* be better, but really none have been rigorously tested yet.
  16. it should pop here when the author is done with it: http://xcom.nexusmods.com/mods/searchresults/?cat=7
  17. It doesn't appear that there are modable values for the UFOs wrt to damage/hps/speed etc in the main config file. Has anyone figured out where these are located? I thought the interceptions with the medium stealthed ships were good (basically impossible to shoot down without firestorms), but it's way too easy to shoot down a battleship. it would be fun to play around with these values and make interceptions more interesting.
  18. How did you make the "add" button accessible for more than 4 soldiers? seconded. the UI cuts off half of the 4th slot even. did you manage to access the UI and change that?
  19. lol. that's exactly how I have been using flush. Not to flush enemies out, but simply to guarantee a close range hit without flanking :P of course, now that my troopers have psi, that does the job better. Well, except against sectoid commanders and ethereals.
  20. don't forget, enemies can have defensive buffs, just like your soldiers do with armor. Shooting an ethereal point blank shows me they have at least 10 defense, as I see my chances drop to below the base level chance to hit of whoever is trying to shoot them point blank. I've seen it drop to as low as 75% when my guy has a base value of over 85%. point being, it isn't all about your trooper's position or base chance, the enemy has modifiers, depending on the type of enemy it is.
  21. the numbers you are using there would make your rifle explode in your snipers hands. try smaller numbers. also, some of those settings are inverse; the bigger the number the shorter your range. like the long range max penalty. you have set it so high that you should miss every shot that isn't point blank, if those numbers even work. the original of 40 meant that there was a 40% dropoff in accuracy past the weapons optimum range if you are trying to remove sniper range penalties for close shots, you want the aim fall to actually be something like: SNIPER_AIM_FALL = -0.1f I would suggest following the info thread on wiki for the configuration file; the link is: http://wiki.tesnexus.com/index.php/XCOM:EU_DefaultGameCore.ini_settings this is where most of the discussion will be as people figure out what values do what to which things.
  22. no, my bad... for some reason, it appears to be working today, but wasn't yesterday. I think what happened was I needed to swap the armor on and off to get it to register the increased mobility. It didn't work with the first sniper I had wearing it, but when I gave it to a different sniper, now it works. Go figure. still, it would be nice to be able to control walk/fly separately. I figured that a friggen' jet pack would allow you to fly MUCH further than walk. I added 4 mobility to it, but lowered the hp boost by 2 to help compensate. Seems to be working out ok for the last 2 missions I tried it on. UPDATE: decided to play around with this more, and it seems there is a limit to flight distance, period. I got it to move about 8 tiles, but that's it. adding more to mobility just adds to walk distance. *sigh* well, at least I made it so I never run out of fuel once advanced flight is researched. oh, also: BE CAREFUL where you stop your flight move. you can indeed stick yourself into terrain objects, ship walls, etc, and then you can no longer move that character at all. Would really suck for ironman.
  23. OK, I tried changing rocket launcher "range", first to 37 from 27, then up to 50. doesn't seem to affect how far rockets can travel. anyone found where to control this? I always find rockets are about 3 tiles short of where I'd like them to be for range.
  24. I tried adding 4 to that yesterday and it had no affect on flight distance, only foot. Anyone try a bigger number? I suspect it might act like the grappling hook, but that there isn't a line in the code to control it. I ended up just doubling the fuel supply so I could move twice in a turn without using up all my fuel so quick.
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