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Soulzityr

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  1. The download file for this isn't on the site anymore. A quick google search reveals a Oblivion one? Is that okay for Skyrim too?
  2. Hi, I'm relatively new to modding Skyrim. I downloaded a lot of mods and am worried about running them out of order, knowing it could cause problems. These are the mods I downloaded Climates of Tamriel JSwords Unofficial Skyrim Patch iHud UFO- Ultimate Follower Overhall Immersive Armor Tribunal Masks Skyrim Monster Mod Cloaks of Skyrim Interesting NPCs -------------------------------------- I'm using Nexus Mod Manager. It says in the description that the unofficial skyrim patch needs to be done first, so the later mods can make necessary changes. However, both Climates of Tamriel and JSwords will not go down lower than the skyrim patch. Is there a reason for this? After that...how should I order these mods? Any help would be greatly appreciated. Thanks >.<
  3. Opportunitist works well with Snap Shot. There is no aim penalty for move/snipe.
  4. I don't know how extensive a project like this would be, but I LOVE the Mass Effect series and I think it'd be amazing to have everything skinned to Mass Effect style. Some ideas Make the enemies Turians, so like Humans vs. Turians in the First Contact War? If not, just have a bunch of races instead of countries? Asari, Turian, Krogan, Geth, any others I've forgotten. Have the alien floating shopkeepers, etc. The modeling might be a pain in the ass so maybe not but, but the skins maybe not too difficult. Illusive Man as the XCOM Council spokesman. Just an idea, Idk if many ME fans play this game
  5. The reason for multiple abductions/can only take on one is to have a time constraint mechanic. It's SUPPOSED to push you through to progress the storyline rather than sit on a story arc and "farm". Like it or not, the panic levels are NOT meant to be handled. As time goes on, panic is SUPPOSED to rise. Having the ability to send 3 skyrangers to deal with 3 abductions at the same time means at a very early onset, panic will pretty much never rise, or rise very slowly. That's why I'm against a mod like this. It kind of ruins the strategic level of the game. While I agree having high cost can compensate for this to some degree, I still feel that once you achieve this, it makes the game at the strategic level too easy. The strategic layer is difficult BECAUSE of the time restraint provided by the extreme panic levels.
  6. Yeah I think adding a sniper would just make things more complicated. If they are as good as our snipers....mince meat. That being said I WOULD like to see a medic alien.
  7. I wanna throw my support into this. I loved gaining traits in Total War as that made me more attached to my generals :) It also keeps my soldiers from being near-identical as I usually pick the same abilities for the classes.
  8. While I feel like everyone is justified to have their own opinions and decide for themselves whether or not they enjoy the game, I'd like to point out some things that I think you may have overlooked. 1 - what the f*** those "to hit" percentages mean? There is this mission where I have 55% to hit a grey with a sniper and 47% to hit another gray with a rifle. My soldiers ALWAYS miss it. I mean, I loaded the game 10 times, and they missed the shot ALL THE TIMES! So wtf those percentages mean? If they ALWAYS miss a 55% to hit, then that 55% actually means 5,5%???????? The % as stated above is working as intended. No, you cannot reload your game for different results. The seed is embedded into the file, meaning that when you reload the game, it is using the same coin toss as before. Meaning you're not tossing the coin every time you're loading the file, you are revealing the coin that's ALREADY BEEN TOSSED. There are way around this, of course, like doing other movements first, or etc. But I am of the personal opinion that changing up results of shots will "take away from the tactics/strategy" of the game that you keep complaining about. 2 - I cant decide WHERE to shoot. I must shoot just at the aliens. Holy f***, I want to shoot between two different aliens, like in the original XCOM, so if my soldier is bad at shooting, I may have a chance of actually hitting the aliens with my bad aim The removal of free aim is probably because of the changes to the cover system. Since cover is so important now, the free ability to just flatten the whole map could be deemd as overpowered, as you can just remove all terrain at will leaving the AI with no cover itself. People have replied that the AI can be programmed to do the same thing, but then the battles become merely who can remove whose cover first, which, again, I believe detracts from the "tactics/strategy" part of the game. Some differ in opinion. 3. 3 - developers said their new non-TU system is actually more "strategic" because with the TU system you couldnt actually know what you were doing, or thinking in group. I disagree. The new system is actually the one where you cant properly think strategically, and thats why players are finding it difficult and having squadies killed in every mission. I don't have squaddies killed every mission. 4 - I hate this new system of "choices", where idiotically, you have two or more events happening exactly at the same time. Again, strategy and decision making taken out of players hands in favor of what developers thought was fun (in the original you could very well buy another Skyranger and deploy two teams at the same time in different locations around the globe. OR, if the two locations of events were near, you could do both with the SAME Skyranger and team... as long as it had fuel for both missions. I assume you're talking about things like abduction missions where you have 3 countries requesting assistance and you can only help one at the cost of two. This is actually the game's time mechanic, meaning you cannot prolong the game indefinitely as the situation just deteriorates if you don't get a move on. This isn't about strategy/tactics above the "panic/reward" level. This is something to kick you in the butt so you don't overstack on research/gear/experience before going to the next objective. This does not mean that you CAN'T, just that the time constraints make it harder as you also have to siphon resources to push the time limit back. So it's not direct strategy, but it is there. I wouldn't say it's complicated, but you must make important and time-efficient decisions. "favor of stupid decision making "strategy" that make no sense whatsoever, like deciding if your soldier will carry a grenade or a gun sniper into battle. (cant do both at the same time, ridiculous!) So while I don't disagree that perhaps the game isn't as "deep" at first glance as you might hope being an obvious fan of the originals, but I wouldn't be so quick as to dismiss decisions made about the game as a bunch of things that don't make sense. Perhaps there is a lot more meaning to the way things are in the game that you just don't understand or know about. Also, console porting has an obvious huge affect on the way the game shaped up. Also, I'd like to point out that a sniper can carry a sniper and a grenade at the same time.
  9. A good place for ideas of mods to tweak the game instead of revamping it. There are certain things I really want to see. Squad Loadout -should be more intuitive. Presently it's a hassle to get anything. Problems: Switching gear between members. Let's say you want to swap items between two characters. You have to first equip A with a crap item, equip B with proper item, then go back to A and equip proper item. This is a hassle. If you have a large bench in your barracks, finding that last medpack or item is a hassle if it's not in your main crew. I click through each one individually until I find the unit that has my desired weapon/accessory/etc. Solution: Change the UI. The UI is console friendly. To make it better for mouse, we can have the squad members up top, their whole load out already in a menu under each name, and we can edit and swap with ease. Customize can be an option somewhere better. Basic inventory that's not equipped can be in some menu on the right. This makes it a lot easier to change loadouts. Also, anyone who is on the bench should have their items unequipped and put into the inventory. I don't know how annoying it'd be to make it so when you swap in a bench member they automatically get re-equipped with what they had last. Sniper XP Rate My friends and I all notice the same trend= due to Snipers always being in the back (safety) and have high dps, they tend to level the quickest and be highest rank among all squad members. Personally, I think it's cooler if there was more variety. My top 2 units were both Snipers, and after a wipe killed everyone once again my top 2 are Snipers yet again. Of course, before asking for a change to XP rate, it'd be cool to see if everyone else has similar experiences.
  10. I would love for Poland to be included :) Countries included though would mean also changing up the satellite max and their conferred bonuses to stay balanced. Also, any countries added in should also have their flags appear on soldiers :)
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