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Krazyguy75

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Everything posted by Krazyguy75

  1. From my experience with Unreal, I'd assume the reason for the shadows remaining behind is that lighting has not been rebuilt.
  2. So... when are you gonna bring that shrubbery? But in all seriousness, good work. I'm personally holding off till we've reached a stable point (I gave up learning things as they were being developed, it is just so annoying), but once we've got a sound basis I'll probably start building maps.
  3. So, if you can swap Civs to the player team, can you swap aliens to the civ team? If so, how would the AI react to that?
  4. Is this in Long War? If so, I believe you have to get an upgrade in the OTS.
  5. @kargan: Oh, yes, it would be easier to clone a weapon exactly with the same appearance but different stats than it is to make one with new appearances. @xextremex: If you make a new one from scratch, yes. But now he's talking about cloning one with different stats, which is a much easier task than the original one.
  6. Yes, it is, but it's a difficult task to start on, and it's a thing that's being researched currently, and as such, not very well documented. I recommend you start on an easier task, because that is a task requiring fairly advanced stuff.
  7. Like that, no. It would probably require quite a bit of recoding, because you have to either build a new spawn mechanic or place a ton of new spawn points.
  8. The primary challenge is in unlearning the original game. Camping is a legitimate strategy. All in all, I'd say you should feel free to save scum the first long war game you play, just so you can learn the ropes. I assume by "overseers" you mean Outsiders, and you were amazingly behind the curve in terms on weapon tech if you couldn't beat their regen (what is it, 3 hp per turn?). All in all, I must inform you that my general policy on landing missions is "If I don't have a good team, I don't take the mission. If I lose more than one person before the final fight, I abandon the mission." If you didn't have the tech to take down 5 outsiders, you really shouldn't have assaulted a landed Supply ship, as they are the second hardest to take down after battleships, and landings have ~2x the number of aliens as normal. Long War is all about hard choices, and letting the aliens go is one of the hardest things to learn.
  9. That's the point of Long war. You should run away a lot of the time when fighting with your aircraft. I'm under the impression the damage will continue into the next fight. In the long run I had a pilot with around 30 kills because I fed him the final blow on weak ships. I mean, we can mod this, but I'd much rather advise you not to play Long War, or at least not try to play it like the original game. I lost 4 Long War games before I won one. Then I lost two more. Since then I win most of the time. However, Long War does have a good balance to Aircraft research, in that over time your aircraft will be able to take down enemy craft much easier, especially given that taking down and tackling a type of ship gives research that boosts your damage against that type of craft in the future. It sounds like you are still trying to do the original game's tactic of "INTERCEPT EVERYTHING!" when in Long War, it is much better to tackle a small scout or two, get some upgrades from it, avoid combat with bigger ships, get some upgrades, then engage larger ships. Panic is much reduced in terms of how ignoring a ship will impact you. The only ones you have to worry about are the anti-satellite ones. Long War expects you to skip a few interception opportunities, lose a few missions, ignore some UFO landings, etc, etc so you can build up your forces while the aliens build up theirs. Trying to do everything early on will dry up XCOM's resources and spread them too thin. Long War is much more about strategy than brute force. tl;dr: Start small and don't expect to win every fight. We can mod interceptor stats, it just would make the late game really unbalanced.
  10. There really aren't any mods that add new missions or maps. The closest thing to what you're looking for is probably wghost81's mods. They focus on taking existing maps and expanding them, adding things like more options for starting locations, randomized alien spawns, random meld placement, and expanding old maps to additional types of fighting. Here you can find his user page: http://www.nexusmods.com/xcom/users/905332/?tb=mods&pUp=1 I suggest something like XCOM Randomized. It changes the game more than you'd think.
  11. I don't think we're really talking about doing that, we're just discussing what needs to be modded on both sides in order to mod multiplayer. The only advantage that desyncing the two players would have is that it would allow cheats. Though we're already in dodgy territory with the whole "host's inis determine client stats", because you could say decide to give Sectoids outrageous stats and build an all sectoid team, whereas your opponent would rarely have enough sectoids to counter this threat.
  12. Not quite the right forum, but I wish you good luck. This is probably a better forum: http://forums.nexusmods.com/index.php?/forum/665-xcom-file-discussions/ This forum is mainly coding discussions.
  13. He's not responded and it's fairly obvious he checked twitter. Someone else could try, but I doubt he'll listen to us, at least on twitter.
  14. Too long for twitter :| I'll try to paraphrase.
  15. For council mission randomization, if you eliminated the lowest coordinates (like bottom 2 layers) that would definitely help. Because Thin Men very rarely drop on the lower areas. Don't know if this would screw with any council missions too much.
  16. If it's for EW, I think it is under \XCom-Enemy-Unknown\XEW\XComGame. Not sure though.
  17. Just for your information, this should go in the LW feedback thread here: http://forums.nexusmods.com/index.php?/topic/1884195-long-war-beta-13-feedback/
  18. Well, if I were to do it, just add engineering for each weapon that allows you to break it into the fragments. That way you are still deconstructing and reverse engineering. If I had a UI designer, I'd try to make it a seperate tab. Alas, I'm too lazy =P
  19. Hey, there are some of us that passively mod, and never finish anything!
  20. I had an idea like this ages ago, but yeah, complete overhauls are very very difficult with what we have to work with. Also, check the Nexus Wiki, it has some stuff for XCOM.
  21. Installing mods is easy. Building them is not so easy. But here's the Nexus Page for XCOM: http://www.nexusmods.com/xcom/mods/searchresults/? If you want to try creating your own mods, check out the wiki, but be warned, it is not a simple task.
  22. http://wiki.tesnexus.com/index.php/Category:0_Start_here_-_XCOM That's the wiki, it has a lot for starters in that category, just follow links around for more specific stuff.
  23. So, wait. What are you trying to do? Are you new to modding? Because if you are, we have wiki articles to help you learn.
  24. Steady aim was already present in the game, as far as I know, but it was just unused and called "Aim". Modding in active perks and abilities is nigh impossible (and beyond the capabilities of even our best people, so far). I had ideas on how to do this, such as you could change the statistics of the characters when the abilities are used (like having Run and Gun grant mobility). I've not really checked into this, but if you want to figure it out, you can look into it.
  25. Retexturing is possible. However, Oubliette you are wrong in this case, as no models can be imported into XCOM so far, because the packages are compiled in an annoying fashion. Also, it's still borderline legal if you own both games, but that would make mod distribution a pain.
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