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Krazyguy75

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Everything posted by Krazyguy75

  1. For the latter, I want it to be something like Implacable, where upon being inside a detection zone, at the end of your normal movement action, when you would normally break concealment, you get a single bonus movement action before you get discovered. It'd be a great perk for allowing you to dash around the map, because you could dart back out of a detection zone or just get to better cover when you'd normally trigger a pod.
  2. So... a ton more questions (will update the top post): Medium: - Remove overwatch aim penalty (I see lots of mods that remove the crit penalty or add an aim bonus, but I'd like a normal shot with no modifiers) - Make the first hacking option an automatic success. - Allow the unit to extract from anywhere on the map (cause why do snipers not already have this) - Increase grenade throw height (so that you can throw over buildings and up onto much higher ledges) Hard?: - Give an extra movement after entering a detection zone PRIOR to breaking concealment I don't need anyone to answer all of these, just if you know one please share or give me pointers in the right direction.
  3. Well... then can I borrow your cone of fire code? We seem to have similar thoughts (though I'm just adding these as bonus abilities for the AWC to give out rarely, rather than changing class features).
  4. Oh, nice, thank you, saves me a lot of work! Also, way more simple than I expected! EDIT: I hope you don't mind if I borrow your code? I don't plan to use any of the graphics, and I'll give you credit, OFC.
  5. So I'm adding a metric sh*t ton of abilities... and I'm not very experienced with modding X2 (I modded for about a week and then moved away for several months). I'm going to just list my questions here in order of estimated simplicity: How would I... Easy: - Apply a bonus flanking aim bonus for an ability? Medium: - Remove overwatch aim penalty (I see lots of mods that remove the crit penalty or add an aim bonus, but I'd like a normal shot with no modifiers) - Make the first hacking option an automatic success. - Allow the unit to extract from anywhere on the map (cause why do snipers not already have this) - Increase grenade throw height (so that you can throw over buildings and up onto much higher ledges) Hard - Modify enemy detection range only (for concealment) for a single soldier? -SOLVED, thanks Kregano - Give an extra movement after entering a detection zone PRIOR to breaking concealment
  6. About 80% of it was retconned. I watched most of it. It was a jumble of mods duct taped together, whereupon people decided they wanted more than that and covered it in paper mache lore to make it look nice. A lot of the coherence was because the people behind LW were some of the major people in R&D, so they shared similar ideas on what they wanted changed when new mods were developed.
  7. I'm not really a fan of the new textures. It's hard to tell in that lighting, but I feel like the textures are weirdly dark. The viper's eyes in particular look awkwardly dark, like it is dead and wearing eyeliner. The MEC just looks like it is coated in charcoal. Not burnt, but rather like someone rubbed charcoal over it.
  8. Pretty much what they said above. The gold looks too yellow, and the green is waaay too vivid. It's a viper, not a tree frog.
  9. Wouldn't this be easy? Looking at the run and gun stuff (at a brief glance), it looks like it is simply adding a specific type of action point on use. You'd just have to make it passive, I think? Though maybe making it add every turn would be the issue, not sure. I'd just look at the code in X2Ability_RangerAbilitySet and fiddle around to try and make it simple. If you just want a once-per-turn cooldown, that's even easier, just change Cooldown.iNumTurns to 1.
  10. Personally, I think that you should have a threshold, where, rather than all aliens being able to rank up to colonel, aliens have a starting rank based on their species. So Vipers and MECs would be Squaddie aliens, but Mutons would be around Sergeant Rank, and Andromedons at around Captain or so when they are added, with Sectopods being 2 soldiers slots in the avenger (-1 squad size, basically) and a starting rank of colonel, as... well... they're Sectopods.
  11. So, I've got all my abilities worked out, except the aforementioned Salvo and Covering Fire... but now I have no idea how to make the AI use them. How would one edit the AI? I want the unit to have regular muton AI, but with an increased chance to use grenades (especially on higher difficulties, if that is possible), and I want it to use one of its abilities as the first opportunity it has every turn.
  12. I actually wanted two of the same grenade, and I found out that was really easy. You just change the ClipSize feature of grenades, and that adds more charges, and since it is a custom grenade and not equippable by XCOM, it'll work fine. I'm still confused on the prior issue of how to get Covering Fire and Salvo to work. It doesn't seem to work normally, whether added on the character or on the items. However, other passives seem to be done the same way, such as the andromedon's break wall or robotic suit abilities
  13. Another sorta related thing, which isn't truly an ability... but how do I get it to carry 2 grenades?
  14. So... it doesn't seem like passive abilities work the same. Both Salvo and Covering Fire fail when I add them like normal abilities, despite showing up in the corner of the screen.
  15. Problem solved, but I still don't know what it was. I redid all the references, and it fixed it.
  16. Umm... guys? You may not have been around during its development, but Long War basically was an assortment of minor mods after the initial release. The core of it was a strategic layer mod. All the tactical side stuff was designed for long war, yes, but almost all of it was designed after the initial release, and most of them could be standalone, be it SHIV gear, new weapons, alien leaders; heck, even the new classes could've been standalone. Some of it was standalone and got absorbed, such as the increased alien pod size, the random alien pod placement, increased squad size, and a few other such things. Late in XCOM2's development, you will be able to combine many such small mods to create something similar to Long War. It is just that we have only just started modding this game.
  17. So... how do I add new aliens like your centurion? I'm looking through your files, and I can't tell if it is complicated or deceptively simple. To start, rather than any fancy thing (adding abilities, etc), I'd just enjoy a basic guide on how to, say, clone a sectoid and make it have higher stats and a different texture.
  18. That's always a touchy issue. Squadsight (at least in the old game) would awaken a pod as soon as any pod saw the player, because the squadsight alien saw the player. It'd require some work arounds.
  19. I was trying to get the EU/EW enemy models to practice on for XCOM2, but I've never been able to pull some of the models with umodel (ethereal always seems messed up), so I was wondering if I could get a link to a download of the models and textures. I'm not sure if that is fully legal or not, but it avoids the code side of things, so I'd think it would be more legal than uploading the upks. You can either post it here or send me a PM if you want. Thank y'all in advance.
  20. Actually, you just got bad luck. Hate to tell you this, but Long War usually isn't that bad on the first mission. You might lose 1 or 2 guys max, but in LW, losing 2 rookies early on has little impact. Heck, failing the first mission has little to no impact. The number one thing to avoid: don't explore once you find a pod, stick to the explored sections. Activating multiple pods is far worse in long war than in normal XCOM, because the aliens will use all of their actions, whereas normal xcom will only use some of the aliens offensively and the rest will turtle.
  21. Just a tip: Chryssalids are not OP, but they are a tough enemy early game. I recommend you focus fire them, and use as many explosives as necessary. As you get more experience, you can do evil tactics like chryssalid baiting, where you stand just outside of their first move's range with an assault, whereupon you point blank shoot them with a shotgun. Another piece of useful information: as long as you dash away from a chryssalid, it cannot ever attack you, due to its movement being less than your soldier's double moves. If you have a safe zone and you are worried about people dying, just run and let a squadsight sniper blast at them from a rooftop out of their view.
  22. Another point: Long War looks like XCOM:EU, but it is about as different as the original game was. It really requires a fair amount of learning from scratch to figure out how things work.
  23. Edit: Delete this post please? I don't know how...
  24. Are you changing the material applied, or the material itself? If the latter, it is often smart to use materials multiple times, as it saves time, effort, and space.
  25. Y'know, something tells me no one is actually working on any of these ideas. In which case I suggest you use the mod request forum instead. This forums is for the modders themselves to discuss things. At the very least, I shall tell you that about 80% of this would be incredibly difficult. xyvr: 1-5.) Honestly, if you like the original so much more, play the original. The difficulty of reimplementing the original elements is incredibly difficult. 1, 3 and 4 are possible but difficult (and are large projects), 2 is a massive project (probably about half the size of long war), and 5 is literally a rewrite of most of the strategic games coding. 5 is impossible. 6.) Doable, if you are willing to look into the code. 7.) Impossible, literally impossible with our current abilities. 8.) Changing the appearance of weapons is nearly within our capabilities, but impossible ATM. Changing the function of them completely would be truly impossible. 9.) Actually the second most sane of your ideas, but wouldn't be able to show a model in game. 10.) Helicopter: Impossible. Other types of allies: Impossible. New styles of weapons: Impossible. Office: Why do you want this? But still, impossible. New Research: Possible, actually, but you never said what they unlock. Multiplayer: Impossible, due to communications reasons. SX0: Possible, but difficult. However, please use the mod request forum unless you plan to make these yourselves.
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