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Anbar

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Everything posted by Anbar

  1. about 4gb of re-done videos and a couple of new vids
  2. can you still run with second wave options or does EW disable your previous completion of the game, thereby disabling second wave?i.e. do you have to beat the EW game again before you can get second wave options?
  3. I'll be happily playing Long-War... not really interested in Enemy Within at this point in time. Once the Modders have fixed EW, then maybe... until then, nuh huh. Back OT though: If I have Slingshot installed, but don't intend/want to run the slingshot missions in Long War, should I install the non-Slingshot version of Long War, or the Slingshot version and just not chose to run the first Slingshot mission (thereby ending any further ones)?
  4. I havent played XCOM since a couple of months after release... even the Mod community couldn't fix all the "Problems" the game had. Longwar's pretty much solved all of them though. 'nuff said. ¬_¬
  5. ignore - mod delete pls
  6. do the requisite sound files exist in any .upk?
  7. I said that about 2 months ago! :thumbsup: (sorry been AFK working on new models - just catching up on the various mod-stuff) In my modded game (pre 2nd patch) I added in build-times and made satellites more expensive... i considered the 2nd wave option that increased satellite cost for each one launched to be essential, as it off-sets the engineering benefit that drastically reduces build times & costs. So satellites tend to remain around the same costs throughout, or marginally increasing in cost as the two values (2nd wave increased cost, and engineering benefits reducing costs) play-off against one another. playing on impossible/marathon (but with normalised too-hits) I only had to reduce starting panic to zero to find an almost natural balance in the game between increasing panic and satellite availability...but the player has to be almost profligate with interceptors attacking whatever they can *regardless*...otherwise continental panic can cause problems with too-many pulling out of x-com before the player can establish enough satellites. Removal of continental panic for abductions (iirc) worked also, but for some reason many people dont like doing that.
  8. THREE problems: your two PLUS - it wouldnt work. ¬_¬ compile your voices, rename into the correct titles and post them out for download... when i get a chance next week i'll sort out getting them into a mod. its NOT as easy as you think though and you WILL have to replace some of the existing voices: there is no way at all to add new voices (atm)
  9. I noticed (but dont have it here to check) then when viewing files with sound components it doesnt display them... it would be handy to see the list of sound files with their titles (to make them easier to repalce)
  10. I REALLY struggle to see how snipers are "useless", if anything they are the single most powerful, possible OVERpowered class in the game. AND, if you add in reaction fire, they can kill pretty much everything that enters into view without you having to do anything other than reload. A sniper, with reaction fire enabled, and unlimited ammo...well it just isnt a game any more (literally - you just move them and wait). Outside of the "cheesy" stuff though: just allow them to carry an assault rifle and use them like a normal squaddie until they get a few class specials.
  11. top info thx Alpha... so, with the gravely injured system.. if base days = 14 and random days = 40 (as in your mod) then the gravely injured tomeout (days injured) is 48 days plus 14 days )base) plus 40 (random) = 102 days?
  12. I may Kiss you anyway.... modding in progress..... :thumbsup: (camera-snap is the bane of my life, no camera-snap is BLISS!) actually, maybe not, cant get it to work.. moving to your thread on the tool
  13. TILT... waht we need is camera tilt so we can see where were going!
  14. surely, if the player has excess resources, enough to make excess items (to sell) then your game balance is off "for starters"....? if you then add extra resources to allow the gamer to make excess items to generate extra cash... then your game balance is even further off.... SO other than a desire to "want to sell everything i can make" this idea baffles me entirely... its 'usefulness' from a gaming perspective seems entirely counter-productive. :confused:
  15. already bee n here folks.... http://forums.nexusmods.com/index.php?/topic/804545-alternate-soldier-voices/ You can get ALL the localised audio files by changing your steam language - steam will then update XCOM with whatever language you set it to. Copy the relevant folder outside of steam, then change to the next language. rinse & repeat for all languages = done. You then need to go into each of the VOice Banks and Voice Banks parts and replace the existing object references with those for the INT version, then copy over the actual Localised language audio file (.upks). Before that however you need to decompress & unpack the .upk, giving you the .ogg files and other data, change in that the referencer..after which you will probably have to re-pack (as i dont think you can use the decompressed file versions with .oggs the way you can with the data .upks....but you can try). then use xshape to edit .exe and off you go. each voice has 15 voice banks btw, so you'll need to edit every one for every language you do....to the maximum of 9 voices (male) and siz female ... or 8 & 5 if you keep one in english. 5,6 & 7 seem superfluous to me... why would the location of the tactical map make any difference at all?
  16. yeah its plausible to do now, but tbph from what i have seen i believe it will be out as DLC at the 30 day mark. If it isnt i'll look back into it.
  17. well done. i'd only use it for smoke greandes (and if i could just limit those), unlimited is too skewed for me, but i'm sure others will want lots of everything ¬_¬
  18. if its of any interest... you dont need to re-run xshape if you use resource hacker instead of modpatcher (no idea why not, you just dont!) :thumbsup:
  19. hehe, yeah, we knew that ;-0 ------------- edit: 1 extra titbit FTI: Reaction fire allows for shooting at MOBs coming into REVEAL and moving into cover FROM Reveal.... I've only got reaction @ 10, so its pretty rare, but just got a thinman shot as the grp came into sight (shot #1) REVEAL MOVIE - thinmen go for cover (shot #2) This was on alien group moving into my LOS, so it was rather refreshing that their "free move" generated a hit or two. As previously stated, avoid high reaction settings unless you want to GIMP the game. (0-10 max is my recommendation after a days play-testing)
  20. not rally.. but, seriously, dont waste too much time pondering it... its just a system many games use and its "good enough" in so far as it works fine. it just pisses-off save-scummers.... which depending on your philosophy could be good or bad. I like Dumbo's analogy myself :thumbsup:
  21. Actually, just put marathon to 1.99f instead and you can play just fine with everything ALMOST doubled... you always could play fine... right up to the point where need anything more than 1 *insertcertainspoileritem*, after which, you're fooked.. i was going to try 1.49 but couldnt be bothered to play that far and hit a wall.
  22. yes, or at least use new recruits in an existing game. old characters will not be updated. Overwatch and reaction are distinct... the only standard use of reaction is the Assault special action
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