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Gazzzz

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  1. It just feels wrong that they are powered by electricity... but not.
  2. This may just be an undocumented setting int he config files but I have searched extensively and came up with nothing. What I want sounds simple: - Unless the UI is blanked out entirely, like for a cutscene... - Don't ever hide the hit points bar (at full health). - Don't ever hide the weapon/ammo display. As a workaround I have to eat something radiated to "gain" permanent radiation damage. That fixes the health bar. To get the ammo display back have to draw my weapon without any reason which is weird.
  3. Opponents are generally very mobile so hitting anything with artillery requires a lot of luck to begin with. That's fine but in order to even try you need artillery in basically every settlement and you have to keep the stupid radio on. I don't know which is more annoying. =) Longer range would make it more bearable (only put up one or more guns in the castle for style) and decoupling it from the radio channel would be a bonus.
  4. I would like the hit points, AP, and ammo UI elements to... just not hide. Thank you, that would be all. =)
  5. As for the lack of feedback or endorsements... I believe that a good part of the reason is the Nexus. It's structured like a shop. You grab the things you like and move on. If you "released" your mod in a forum topic, you'd have more personal contact with the users... instead of them being anonymous consumers. I realise the advantages of the Nexus for hosting but for a modders it's somewhat of a black hole. *shrug*
  6. IRL, shotguns do not have the huge-ass firing cone they have in computer games. If you don't aim a shotgun, you miss. You could maybe balance it playing with the range modifier values. Just thinking out loud...
  7. Making Aim a clickable ability would be a bad implementation. What you could do instead is add +10 aim to every shot that consumes 2 actions. That would prevent abuse by double tap or bullet swarm because characters with those abilities already get a 100% bonus. =)
  8. This is what they said they would do to balance the multiplayer point cost of units. Doesn't even require a patch, which is nice. That it hurts modding? Well, I bet they didn't even consider that modders would modify the executable! =P
  9. Read the last few posts. =P
  10. Dito. I had assumed User Error so I manually restored the EXE backup that I kept in addition to the one that Modpatcher creates. Then I used the default DefaultGameCore.mod to enter a single, visible change. Does not take effect any more. EDIT: Correction. It does work. The EXE is patched correctly and the changes are there. What happens is that the Call Home now takes precedence over the local data in the EXE. If you prevent the EXE from calling home, the modded changes take effect. EDIT EDIT: Setting Steam to offline mode also works. (What does that have to do with anything?) Set Steam back to online mode... back to vanilla XCOM. I tried it twice. Didn't believe it... Just to clarify: Steam does not re-download the EXE. The Steam online/offline mode has an effect on XCOM "calling home" or using the local data in the EXE.
  11. One useful change I would suggest: Switch the sniper skills of squaddie and corporal rank. The squaddie then gets to choose between squad sight and snap shot and the sniper rifle is not a handicap to the sniper.
  12. I haven't seen it mentioned here but this is what I discovered accidentially. http://www.hentschke-keramik.de/transfer/xcomgame.jpg Same message for xcomstrategygame. (I had different "tinkering" backups in different sub-folders) If the game automatically uses equally named (uncompressed) files, the whole argument of how to properly cook them might be moot.
  13. How did you make the "add" button accessible for more than 4 soldiers?
  14. Thanks. This is what worked for me in the end: decompress.exe -lzo -out=upk_unpacked xcomgame.upk decompress.exe -lzo -out=upk_unpacked XComStrategyGame.upk Specifying the output path makes sure it doesn't overwrite the original files. And makes them easier to find. I still don't "get" Unreal modding, what goes where and why, but that's no different from any other new game. Reading time. =)
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