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Posts
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Everything posted by Koshea69
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Someone please remove that fog on the skill screen that keeps coming back.
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A long time ago I went into the mod discussion forum and asked how to do the following. Some good advice was given but I never got around to getting it done. It also doesn't seem anyone else has gone on to take up the mantle to give X-COM's wild percentage chance system a bit of a touch up. And so I post my request here for someone to hopefully create a mod that would allow me to come back and enjoy this game much more as a tactical simulator rather than an excercise in gambling. A lot of good information although possibly quite dated with Enemy Within coming out was posted over in this thread https://forums.nexusmods.com/index.php?/topic/808367-modding-the-random-number-generation/
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Almost a year later I come back to see if there's anything like this on the Nexus, I still don't see anything that modifies the random number generator in a way that magnifies the middle and minimizes the extremes. Is there anyone able to produce a mod like this? I would love to go back through the game but still much rather play it as a tactical operation game rather than almost completely random chance.
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RNG (1-10,000)/100 will still provide the same odds of getting a 1 as a 50. I'm looking for far more likely odds of hitting the stuff you should be hitting as opposed to the things you should be missing. I still want some randomness to it, but more along the lines of "Wow, I missed that 95% shot, that's a once in a lifetime miss and my buddies are going to give me hell about it for a long time" versus "Commander report!" "We all shot and missed, we had the high ground and flanking positions, but some crazy thunderstorm came rolling in and we lost our sights for a couple seconds. Unfortunately it left before the return volley by the X-rays and Bravo One Three's position has now been compromised" It's the one change I think would make this game more playable for me at the impossible level with no other changes. It's the way I see of making the game live up to the statement "Tactics are essential but s*** happens"
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That was the first thing I looked at, and it's a great stopgap measure I would use until I could get this kind of a mod created, but it doesn't fix all situations and it doesn't necessarily help make all profession options viable. for example, does anyone take holo targeting over bullet swarm? +10 to aim instead of an extra attack? And Telekinetic Field, while it's good, it's not nearly as good as Mind Control, but if you can get up over 50% to 60 or 70% without cover, basically providing a turn you can run across open ground without needing cover, that's a great tactical ability, for that matter dense smoke adding 40 to defense is another way to CYA if the aliens just decide to pop in on you and your now flanked. So yes, full cover being 80% would be great, but it's a quick fix to me, I'd like to see something that deals with the underlying problem of 1-100 not being a fairly good indicator of the odds on some of the shots listed at <30% or >70%.
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Right, it's far more common to roll a 7 on 2d6 than a 2 or a 12. There are lots of combinations of numbers on each dice that come up with 7 (6 combinations) while only 2 1's or 2 6's come up with 2 or 12. Basically, I want to see a system where having a 70 means a really good chance, and a 30 is a really bad chance. The current random numbers make it about bringing as many shots to bear as quickly as possible even if they aren't high percentage and be reasonably well protected if I make the right choices for cover. In this kind of game, getting that assault soldier around to flank is quite possibly the only way to succeed. Alternatively the FLUSH ability might become more useful than RAPID SHOT, or at least make it a tough choice. Basically, I'm former Military Intelligence and want to play this as a much more tactical by the numbers kind of game instead of a fly by the seat of your pants and hope those shots connect kind of game.
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yarp, as originally suspected this re-arrangment of stats doesnt work well in-game. It makes early game far to easy with "super-snipers" the main culprits. If there is any point in the game where you need the help, it's early game :) still don't want 1 class dominating any aspect.
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I was going to use this argument for why you would want constant growth across all levels actually. As mentioned before the difference between a completely unskilled person and a novice at shooting is quite remarkable (bordering on infinite if they can't figure out how to load, take the safety off and fire in the right direction). The difference between a novice and someone who puts some time into it is pretty big yet again, as you go up in skill level, it starts taking someone who knows more and more about the subject to point out the differences in technique that make someone better (I recently watch the Olympic judo competition with someone who's been doing judo for 10+ years, it's amazing the things you don't see), though you can easily see the results. I think I'll be setting it up for a constant gain, I didn't know there was this high-low-high progression. Between more XP required for higher levels, perks coming with every promotion and having it build on already higher and higher aim numbers, I think constant is the way to go.
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I'm probably in the small minority of people who aren't looking for more randomness in the game but less. I look at a strategy game more like chess so would really like to find a way to diminish the effects of the random number generation on the way the game plays. Not get rid of it entirely, but if a soldier misses a 95% chance to hit, I want that to be something you really remember about that soldier not "Well, that's just X-Com", on the flip side a soldier making a 2% chance shot crit kill would be remembered as a legend in his time. I think you could do that by having the game generate 11 random numbers from 1-10, add them all together and subtract 10. (11d10-10) so to speak. That would generate a number from 1-100 but it would give a far greater probability of coming up with a number closer to the average than a number closer to the extremes. Granted were not talking about a percentage chance anymore but if we can generate the numbers that way it will make the game feel much more strategic and much less random, while still having a chance at being random but it a much more memorable way. With seeding, I'm not sure how many times the computer generates random numbers every time it saves but I assume it's a lot, and for every random number it generates this would add 10 more plus math so it might be a processor killer but it doesn't seem to be the case. Crits don't need to work on this system, just the hits Would really love to see something like this, hoping to play this game from a much more strategic viewpoint. Is this something we can make happen, or someone can point me in the direction of where to make it happen myself?
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Just starting to mod and I have come across a challenge I don't know how to work around. I want a player only to be able to craft an item while under a spell effect, then when that item is crafted the spell effect goes away. I don't want the item crafted to be unique, the player can craft multiple of the item but he's got to regain the magical effect to do so. Is there a way to accomplish this in the Creation Kit? IE is there a way to run a script when an item is created? The other option I have is being able to cast a spell only while a spell effect is active and having it generate an item required for crafting then dispelling the spell effect, if that's the case, I'd like it to be able to differentiate different spell effects and create the proper item that way the player doesn't need to have 5 or 6 spells to accomplish this task. Is there any way to accomplish this? Eventually it's for a quest, but I'd be satisfied getting it to work with creating unfilled soul gems at the moment, anyone know how to do it either way?