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Anbar

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Everything posted by Anbar

  1. medic, heavy and "normal guy"... support i guess. Snipers come on separately or do you mean something else?
  2. Can the Seeker be awarded a trait e.g. "strangling" that would create an aim modifier too-hit? I cant understand why it isn't much harder to shoot one off your buddies face.... (assuming we cant do a collateral-damage possible outcome, making it more difficult to shoot-off seems logical to me... I'd even be tempted to give pistols a bonus to shooting the Seeker off in that case (less damage to the seeker, means it requires more effort to kill once it has been shot-off-the-face...but your best chance to actually shoot it off is to use the low-damage pistol) might be worth considering anyway.
  3. Its that sort of thing that makes me think theres some weighting on behaviour somewhere that can be modded... otherwise it would *never* happen. /em hsrugs
  4. What kind of fixing? As I have seen functions, that are responsible for AI behavior after spawn (there is two different spawn types: drop in and walk in, which can be individually tweaked). they appear to enter the map (from heli-drop or walk-in) and have a single "2nd movement" to find cover. i.e. they can't move+shoot, or shoot, they can only "move to cover"..and not even "Move to cover & enter into overwatch"....even thin-men can drop-in and go into overwatch. the result being that the player gets an uncontested shoot or move+shoot after they appear.. if Exalt can go into overwatch and perhaps be able to react upon fire (not just movement) it would radically ramp up the level of difficulty: far too often I am able to kill the Exalt pod before they ever get a shot in. I must admit that I am not surprised by their lack of AI coding - prior to release of EW I had a discussion that Exalt would be a horrific enemy to face if they had a decent AI and were "Unshackled" - clearly Firaxis thought the same and so shackled and neutered them. :confused:
  5. Biggest problem with random perks is the lack of medics.... although the weird fun of random makes that worth the loss....mostly ;-)
  6. After a lot more gameplay on impossible its clear that the Exalt stats are not the issue, its behaviour. 1) as already stated the EXALT behaviour on entering the map needs fixing (all mission types) 2) they need to attack more and rush to their hacking objective less (Xcom "defending") 3) the entire "hack this and they cant shoot" must be abandoned (its nonesence and it totally screws any attempt at balance) They really dont need any esoteric assistance in stats (not saying dont do it, just saying they dont NEED it) ---- in my current impossible run-through giving Exalt a +1 damage on all weapons works well for both them and XCOm (the availability of captured exalt weapons comes before laser weapons)... but i dare not increase their personal skills pending a "fix" on their behaviour (as i think a fix on their behaviour combined with the +1 damage weapons will make them lethal). I think the heli-drop insertion of exalt needs the numbers increasing from 1 to 3, preferably each pod being a mixed-bag of types... and then use the "hack" process to delay the insertion of new pods. For the XCOm missions (xcom defending transmitter) if there is a weighting for Exalt to "attack" the designated areas it needs lowering with a higher emphasis on just killing XCOM, preferably on killing the xcom operative (not just any xcom member). If Exalt pods can be given alternate weighting then describe one set to hunt the XCOM operative and another to go for the xcom transmitter/decoder. --- obviously, unless where and how exalt waves are defined can be found we're not going anywhere! ghost - is there anywhere in particular one should be looking? (potentially a very dumb question I know).... is it a case of slogging through code within a upk or finding the relevant upk in the first place?
  7. mod works fine using toolboks 1.6 for a EW install btw
  8. Quick Q - what's the change required to turn meld canisters back on? (from false to true) messing around with balance in marathon also.... would it be feasible, down the line, to have meld canister show up by mission type i.e. within saucer missions?
  9. hell yeah: http://cloud-4.steampowered.com/ugc/469794824738469950/9A2C206F6D4CD2E6A8CC828A82B63F54E6EA4E18/ (same we cant add new 3d models..seeing as thats what i do in RL...... but your textures are a great improvement) love the "rounds left" counter in this also: http://cloud-2.steampowered.com/ugc/469794922849739438/87B7DB47D636273BE53893C3D5EE4A5F6BC561D3/
  10. So... if I was to rename all the Council countries to use Special-Forces names (as ive replaced all country flags with special forces patches) ... then all that would need changing visually in the game (other than amending CountryNames/ etc in XComStrategyGame.int) would be to texmod-in a/the graphic/s for the situation room....? That way funding 'nations' would then be entirely replaced by Special Forces designations within the game...? (Landing/mission briefs should still *work* as the vocals are country/city specific, so it wouldnt break immersion)... Or are there other files that would need altering to replace the country names within the game? (obviously without having to change any core code, just the visual/textual references)
  11. Works dandy: http://steamcommunity.com/sharedfiles/filedetails/?id=198231917
  12. install Toolboks, set Zoom In to 0.1. go in-game and use keyboard shortcuts (T to zoom in) to zoom in as far as you like - literally. http://steamcommunity.com/sharedfiles/filedetails/?id=198201362 you can also zoom out a LONG LONG way..whichis kinda fun on some maps as you can see the surrounding city http://steamcommunity.com/sharedfiles/filedetails/?id=198201362
  13. yes, anybody does, but you really need to read existing wiki modding information and the starts of this thread (and other on nexus) as that's been done too death already. Also there is a separate forum for Mod Requests (which is essentially what you are asking for).
  14. You have to first remove eWP_Rifle - replace that with AnyClass. in EW the eWP_Rifle now restricts its usage, get rid of that, add AnyClass and anybody can use it - including MECs.
  15. Dont give a MEC weapon to a soldier by making it _heavy or _AnyClass.... the resultant graphical anomaly in-game is funny, but... *so very very wrong* :-0
  16. I upped their HP and modded the exalt weapons to be more powerful than normal/xcom weapons... worked fine for me... its also a nice way to give XCom a slightly better weapon prior to getting lasers
  17. Resoure hacker works for me... but you need to point it at the XcomEW.exe, ( C:\Program Files (x86)\Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\Binaries\Win32 ) not the old XComGame.exe for most things regard XComEW and XComEU as separate games and you wont go too far wrong
  18. there's an easier way to decompress - just drag the .upk over the decompress.exe file and it will unpack it into an "unpacked" folder it creates in its home dir for you... just make sure you have the latest decompress from gildor's..the older ones error out using this method. edit - after you've edited the uncompressed file, move it back into its original folder and remember to delete the XComGame.upk.uncompressed_size file (otherwise EW will crash on startup)
  19. Edit: The matter is, we can't distribute entire upks, because they are property of Firaxis and 2K Games. Okey, I understand why you don't want or can't provide modified files..So I followed instructions but at the last point..open XcomGame.upk and replace hex code.. well, there is not hex string mentioned in this thread.. basically nothing like "07 B4 00 81 19..." exists there..am I doing something wrong? 'fraid so, yeah.
  20. texmod mods just require running through again with the build to incorporate the change to the .exe quick filename substitution and Bobs your Auntie... so no hassle redoing image stuff.
  21. just follow the wiki tutorials and insert amineri's hex code - its all i did and it isnt hard.
  22. FWIW - confirmed this works http://www.antenocitisworkshop.com/news/wp-content/uploads/2013/11/xcom-ew.jpg
  23. they've reduced filesizes of many maps, streamlined them internally, hence faster loading times.
  24. direct editing of the XcomGame.int in the XEW tree works fine... i take it that texmod directed at the XEW tree .exe will work fine...?
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