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Anbar

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Posts posted by Anbar

  1.  

     

    Unfortunately the seeker AI is programmed to never strangle units that are immune to the damage. I think I'd like to change that so that they can still immobilize those units even though no damage is dealt, making late-game seekers more about "crowd control" than killing units.

     

     

    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.

  2.  

    <..>

    1) as already stated the EXALT behaviour on entering the map needs fixing (all mission types)

    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:

  3. 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?

  4. 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?

  5. 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/

  6. 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)

  7. EXALT might take a bit longer than I anticipated. Its /really/ hard to get a nice close-up of them with vanilla Enemy Within camera angles. For soldiers that can be selected in a squad equip screen I have no problems: I can get the closest I need to them: that way when I rip the texture I work with the 'base' full resolution texture.

     

    Fun fact: in enemy unknown XCOM textures are actually steadily lowered in resolution as the player zooms out. So if you ever wondered why your troops look bad as you scroll out further, thats why. Its easier to notice on large monitors with high resolutions.

     

    Anyway, Im hoping to get at least part of this fixed for Enemy Within today. Its the middle of exam and essay season for us university students, so anything more than that may have to wait.

     

    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

  8. Trying to get assault rifles available for Snipers in the expansion that came out a few days ago. I've added eWP_AnyClass to the properties of assault rifles, but snipers still can't equip them. Any ideas?

     

    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.

  9. 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

  10. I've been reading through this forum a couple of times now... And I just can't seem to figure it out:

    Everyone's saying they did this and that but, I don't understand how.

    I used to use ResourceHacker for EU, but that doesn't seem to work anymore.

     

    I'm trying to mod the DefaultGameCore.ini, but I don't know how to patch/hex my .exe to read it or how to mod the .upk files.

     

    Any help would be greatly appreciated!

     

    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

  11. 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)

  12.  

    Well, it's not easy, because:

    • Firaxis made the game not easy to mod, so it's hard to change anything
    • XCOM EW was released few days ago, so tools aren't up to date and people are playing
    • Because of these two points, most mods aren't working

    The modding community really appreciate what's Amineri doing and if she isn't interested in releasing, because of having better stuff to do, we're okay with it.

     

    So if you guys need those SW options nao :smile: you can do it yourself, or just wait for someone to do it.

    • Download Gildor's Unreal Package Decompressor from http://www.gildor.org/downloads and extract decompress.exe to /XCom-Enemy-Unknown/XEW/XComGame/CookedPCConsole/.
    • Rename XComGame.upk.uncompressed_size to something else.
    • Fire command line and type decompress.exe -lzo XComGame.upk or follow Eliot's advice how to do this stuff.
    • Grab HxD or other hex editor, open XComGame.upk, CTRL+R search datatype hex values and search for and replace code Amineri posted.
    • Save the file, run the game.

    Enemy Within Update:

    original hex:
    07 B4 00 81 19 19 2E 98 69 00 00 19 12 20 36 FE FF FF 0A 00 9D F9 FF FF 00 1C DD FB FF FF 16 0A 00 9C F9 FF FF 00 1B A0 3A 00 00 00 00 00 00 16 09 00 F4 68 00 00 00 01 F4 68 00 00 15 00 01 6A 00 00 00 1B 9D 44 00 00 00 00 00 00 38 3D 00 CB 1C 00 00 16 16 06 7F 03 
    
    new hex:
    0B 0B 0B 81 19 19 2E 98 69 00 00 19 12 20 36 FE FF FF 0A 00 9D F9 FF FF 00 1C DD FB FF FF 16 0A 00 9C F9 FF FF 00 1B A0 3A 00 00 00 00 00 00 16 09 00 F4 68 00 00 00 01 F4 68 00 00 15 00 01 6A 00 00 00 1B 9D 44 00 00 00 00 00 00 38 3D 00 CB 1C 00 00 16 16 0B 0B 0B 
    

     

    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.

  13. Hello, i was looking for hours for this Amineri..I would love to know how to mod it (I found it on wiki..but it really seems like something I am really not able to do..not right now)

     

    Amineri, would be possible to provide us edited xcomgame.upk? It would help me really really much.

     

    Thanks for any response :wink:

     

    just follow the wiki tutorials and insert amineri's hex code - its all i did and it isnt hard.

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