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Krazyguy75

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Everything posted by Krazyguy75

  1. Put this is mod requests, this is where we talk about the technical stuff. Also, pretty sure that #1 is a simple .ini edit, so look up how to do that on the wiki.
  2. Another modding question: Where is the work you did on the Alien leaders? I'm having a hard time finding that stuff in the code...
  3. Moreso the second, though my programming terminology is not that great. Basically, we have a set number of perks (which we probably can't change, though we might due to recent developments), and then you can just rewrite functions to do specific effects to the units with said perk. So yeah, it's a lot of work, and honestly, I'm not an expert in it; I think the Long War people did some work with it. However, there are/were some perks left in the code, but a lot of them got eliminated in the transfer to Enemy Within. Some ones I remember were Command, which granted extra actions to the targeted unit, Torch, which started a non-damaging fire which quickly grew to envelop the entire map, Aim, which granted bonus aim the next turn. I think command and aim were removed, but I think I saw torch in there.
  4. Basically isn't. Sorta is. You can make existing but unused perks into new passive perks to a large extent, but that only leaves us with a tiny number of new perk possibilities and no actives.
  5. What part of the code does LW modify for its Alien stats up over months? I know how to adjust it, I was just wondering what it changed.
  6. Perks are passive, abilities are actives. Certain things, like squadsight, have both a passive and an active ability (increased range [passive] and shot with no crit possibility [active]) so they have both a perk and an ability.
  7. A lot of the perk data is locked inside native code and thus inaccessible, but you can find fragments here and there. Also, make sure you know the difference between 'abilities' and 'perks'
  8. I was wondering if anyone had tried creating a server for XCOM separate from the Steam/Firaxis official servers, because I wanted to see if it was possible to have modded multiplayer of any kind, and getting a modded server would be a huge step in the correct direction. I have no idea how this would be done, I was just wondering if any work had been done in the area yet.
  9. Could you equip every soldier with an "invisible" ElderWeapon behind the scenes and just have a second piece of code to remove PsiLance? Similarly to how the Sectopod has its 3 weapons?
  10. Heh, it's fine to criticize, it's just better to ask for help understanding before stating inaccuracy. I can understand having a hard time understanding them, I was around when some of those tactics were being discovered, and I didn't understand about half the stuff they said. As for the unicode thing, that is weird, as it works fine for me. What is your search query?
  11. Hah, that's cause you aren't doing the search correctly. You're supposed to check the unicode box ("These are unicode text strings"), and you did not. As for the second, I highly doubt you looking in the "My Games" folder, which is in a place like "My Documents". Our tutorials are about 95% accurate, so on average, just reread them.
  12. I suspect the eAbility_PsiReflect is only the action that returns the fired projectile, as eAbilities are actives. To properly do this, you'd have to give the perk, which would require something along the lines of Amineri's item reworked item system, which is a lot of modding.
  13. I really like to try this mod, but this makes no sense. Didnt you can see that pointing to that strategy is like imposing HOW you should play? Its not the way should be, nor at last on easier difficult (nor the hard one either, still, but there i wil not argue since i like to enjoy the game playing at slot pace.) Options to choose handicaps is the friendly mode to do it. Alas, why people cannot be more open mind and friendly... If one is having trouble, and one complains about their trouble (even in the form of critiquing the difficulty), I think they are asking for strategies. In that case, I think pointing them in the direction of the hundreds of posters who discussed the very same difficulties and the methods to overcome them is a appropriate solution. Granted, part of the reason he is complaining is that I suspect he is still in the EU/EW mindset, and really, EU has about as much in common with LW as EU did with the original game when it comes to overall strategy. As for easier difficulty, LW is about as brutal as the original game in parts, and just as forgiving and unforgiving. No longer do you have to focus mass resources on your worries about countries leaving. No longer do you have to accept every mission. No longer does losing a battle mean you are losing the war. But no longer can 6 people take down an entire alien race with little to no rest. No longer are the aliens going to sit there and wait for you to finish your research before you attack their ship. They will get better, tougher, and scarier, and your job is to protect humanity from a superior enemy, using whatever tactics you deem effective, at all cost.
  14. ...still complaining about the thread in the wrong forums. If you want to complain, complain in the strategy forum. But LW is designed to be played as if it were Impossible difficulty. I agree that some of the enemies are ungodly tough, but you can always win if you are sufficiently researched by that time. Most of the things you mention are related to enemy research, and the idea in LW is that all enemies should be close to the difficulty curve of the most recent one, so by the time you see Sectopods, most enemies are at least half as powerful. In addition, they are built to match your research, in LW research speed. I suspect you are still trying old strategies in the strategy layer. If you try the old satellite rush, you will lose. In addition, you need labs to boost your research speed. But all of that is already in the 60 page long LW Strategy Thread.
  15. Go headshot. I don't really love executioner. A bonus on low health people isn't often that useful especially for snipers, given they often already have the highest hit chance on the team, and crits for squadsight is better than +10 crit chance on low health enemies, that will probably die anyways to the shot. But it really is related to your play style. Executioner is security, which means more in LW, while Headshot is greater power and risk. But you posted in the wrong forums. It should be in the Long War Strategy thread under File Discussions. Link here: http://forums.nexusmods.com/index.php?/topic/1082425-long-war-strategy/
  16. Yeah, as I said in the LW discussion thread a while back, sometimes in LW "...it is necessary to avoid taking missions, or to give up on ones that are going sour. In EU, this would mean you are already past the losing point. In Long War, it just means you lost the battle, but need to continue with the war. Long War features losses, but it also eases up on the lose conditions, and overall makes the strategy layer more patient."
  17. Long war is survivable. But you aren't playing it like Long War. You are still trying to play it with EU in mind. You don't try to face a sectopod with the same strategies as a sectoid, and you don't face Long War with the same strategies as EU. One of the things about Long War is that, at times, it is necessary to avoid taking missions, or to give up on ones that are going sour. In EU, this would mean you are already past the losing point. In Long War, it just means you lost the battle, but need to continue with the war. Long War features losses, but it also eases up on the lose conditions, and overall makes the strategy layer more patient. Losing at Long War is like losing at solitaire: If you are going to lose from it, you might have to play through the whole game to find out; but, like solitaire, should you be experienced enough, you might see the patterns that lead in a downward spiral towards an lost game.
  18. No, because neither of those contain the coding to support it.
  19. Just add weather. Disrupts satellite vision in areas, and they only get seen when they land. Add a new class of alien ships, which require you to make intel sweeps to find once they land. Add items to help you with intel sweeps. Done. Split priorities.
  20. Yeah, we've known this for a while. The problem primarily is that they are not standard packages, but special XCOM packages. You can use uModel to get the map assets, and you can move around their coordinates and stuff using hex, but actually rendering and editing the levels would require a fairly advanced program which takes the models and their positions and then renders it. Of course, I'm mainly quoting other people here, so I might be getting stuff a little muddled.
  21. Every single thing that applies to EU applies to EW. The inis are mostly unchanged, with only minor things added, and then the newly customizable skill trees. Pretty much everything else is a minor change. The UPK modding is almost entirely the same, and most of the differences are just "added a bug fix here". The biggest change that I've dealt with is Training Roulette and what it did to the coding of the class systems. Overall, not much has changed. The only main outdated file is the list of DefaultGameCore.ini settings, which we've not updated in ages AFAIK. Half the stuff in there seems to be old, and some is inaccurate. If I wasn't such a terrible and lazy person, I might update it myself...
  22. We've done enemy spawns and I'm pretty sure we're working on bombs and meld containers, but the rest is nigh impossible at the moment.
  23. If I am correct, you only need to restart for changes to stats, such as the soldier trees. All other changes should work fine without a new game.
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