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Krazyguy75

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Everything posted by Krazyguy75

  1. Questions: 1: Are you thinking of implementing this, asking for help implementing these, or just brainstorming? 2: Are these for long war? 3: How far are you in long war? Reasons for questions are: 1: There are other forums for some of these. 2: If so, a lot of stuff has changed, and some of these would disrupt balance more than help it. 3: Some of these seem to be related to making the game harder, but none of these are really needed for long war late game. Specific Critiques: Incompatible Tech: Seems to only nerf pistol use and delay onset of new tech. People will still choose the guns the like, just not the pistols they like. Dexterity: Nice, I like this. Not So Fast, That's Heavy & What A Blast: I don't like the way this is implemented. I think it should be "Soldiers cannot use (perk) while wielding (weapon)." That way it is a choice you can change. Mortality: Kicking down doors should not damage super soldiers in advanced combat armor, but otherwise I really like this one. Magnetic HEAT: Simple and nice. Mech Rebalances: Don't know enough about mechs to judge. Big Guns I: Doesn't balance at all well with LW, but ok with base game. Big Guns II: Virtually incompatible with I & III, as with I it makes equipping a 20 man XCOM base with plasma costs over a 100 million minimum, and with III it makes it so you can never have a B team, so if you lose your A team you might as well restart. Big Guns III: Eh. I wouldn't use it, but I can see it being interesting. Muton Caveat: Eh. Big Armor I, II, & III: See above, but for Big Armor III, Ghost Armor is on par if not better than Titan armor, so limit it to 1 as well. Ninja Tank Caveat: Eh. How You Doing?: Really like this Fin Propelled Grenade: Eh. Ok I guess. Hack Grenade: Almost impossible to implement, but otherwise ok. Use Your Gun!: Eh. I don't really care either way. Misfire: I hate this idea. It's like the random tripping in SSBB. It sounds cool but is irritating to deal with tactically, and adds another chance of failing to a game about percentages. Shell Shock: This doesn't already happen? If it doesn't, I concur with this. Mental Scars: Is it random whether you gain or lose? If so, eeehhh. Its Been A Month: Very much like. Radiation Poisoning: In LW, cyberdiscs are already buffed enough. In the core game, I rarely see them use death blossom successfully enough for it to be much of a difference. Barrel Of A Gun: I agree.
  2. I've tried to contact him in the past, but no success. If you want, you could try. Anyways, it's not much use for me to do it. I don't know enough about file conversion to know what to do with it even if he told me how.
  3. I think the easiest thing we could do to learn is to use the technique for duplicating and reskinning new items, then look at the data copies to see the 3D model format for it. Then try and make something that converts to that format.
  4. I think we might be able to, but it's a nightmare if we can. It'd currently require someone making something that can turn an existing 3D model format into the hex needed for storing it internally inside a UPK, and then you'd have to deal with the fact that it'd require tons of other data other than the 3D model in game. Basically, we're sure it is possible, it is just mostly unresearched due to the difficulty of the task.
  5. Just from a balance standpoint I wouldn't recommend this. It'd make you far more powerful than the aliens. However, you can change research times in the ini IIRC.
  6. As he said, put it in the other section. However, there is an obvious explanation for this: What country gives a damn about how many agents you lose? It's about protecting their citizens from alien attacks! To make it more clear, long war terror attack are for terror's sake. It's a suicide rush to kill as many normal people as possible before you get there. If a single citizen dies, the aliens won that fight, and panic will increase. If more die, it increases significantly more. A "save 1 and let the rest die" is no longer the best strategy for winning a terror mission. The best strategy is shooting down the terror UFO before it begins a terror mission. Once a terror mission starts, you can expect a country to gain at least 3-4 panic bars.
  7. Not as far as I know. The long war folks did some work in the area, and I think at one point someone completely replaced a native function, but other than that I'm not sure.
  8. I'm hoping we can finally deal with models in XCOM2, as that is my area of expertise more than programming (and certainly more than hex editing, which I learned here).
  9. I was just wondering how hard it would be to change sight range for your troops based on stats and other factors, as I want assaults to have less sight range than snipers, etc, and maybe make it so a height advantage confers greater sight range.
  10. I think that Taxi's can be any color (I once rode in a pink Prius taxi), but should lean yellow, as that is the famous color.
  11. Even if they were that bright, these aren't new cars, so the paint would likely have faded.
  12. I'd like to just state that we probably should dull some of the colors for some things. Neon works on things that glow, but it looks ridiculous on those trucks.
  13. I can't wait to get the random mission where the aliens sent the pink drop pods to cover the humans in cotton candy pre-kidnapping.
  14. I always knew XCOM was a fabulous game. Now I want to see a code that randomizes every single tintable object every single mission for max rainbow fabulousness.
  15. Thanks, also, how does alien research work? I haven't grasped the mechanics fully yet despite both playing it and checking the wiki.
  16. Just wondering: Where is the code that gives perks and other benefits to leaders?
  17. No, it's possible, it's just that it involves the adding of DLC to a base product. If you then took the necessary files and modifications and put them up for download, you'd be enabling a form of piracy. We take many step to get as close to "legal" as possible. None of the nexus mods for XCOM are the files containing the game code, only files containing new snippets, which our programs use to undertake modifications to the game. That way, we are only posting modifications, not the actual code; thus nothing truly illegal is being distributed. In your case, that'd still be true, but it's an area similar to multiplayer modifications: We can do it, but we avoid doing it because it could lead to other things we want to avoid.
  18. That's borderline illegal, so for the most part, we avoid that. You could try it for yourself, but you'd need EW already.
  19. You know, that actually looks kinda cool. Kinda want to turn textures off in all the maps and see how it looks.
  20. Modding in models is pretty limited as far as I know. I don't know how those people would have added head models. I'd be willing to make models, but first someone had to figure out how to get them in the game.
  21. That looks great! Also... it won't place the bomb on a rooftop or something obnoxious, right?
  22. Eh... it's a difficult business. It really depends. A fair number of passive perks are not available without upk editing. A fair number of active perks won't work due to the AI not recognizing them (but somethings seem to work fine; when I first started I added Mindfray to Outsiders, and they spammed it whenever they could; same thing worked for Sectoids and Mind Control, but they'd never use Psi-Panic).
  23. Can't wait for a "Random bomb mission" mod, great job guys!
  24. Wait, is the map loaded during the cutscene? If so, it'd only be an audio edit (to remove the sectoid death audio from the cutscene) and some fancy coding to make it spawn and kill a sectoid at the exact moment Zhang kills one, right?
  25. You could do it with custom models (though I can't remember how far we progressed on that).
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