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Krazyguy75

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Everything posted by Krazyguy75

  1. So, how close are we to randomizing debris and other miscellaneous cover? EDIT: And I know this is mostly pod work, just was wondering what else we were working on.
  2. We can't manipulate save data much yet, but I believe Amineri designed a mod for long war allowing you to retake countries by doing a follow-up base assault. I'm not sure where to find the code for it, but with a little searching you should be able to locate it.
  3. ...no. It does what it says. It makes XComEW.exe read from the DefaultGameCore.ini file in XEW/Config. And then you can go into DGC.ini and edit what you want yourself.
  4. This is under XCOM, so I think that he meant how do I start modding XCOM textures. Assuming this just isn't showing up in the wrong place.
  5. Nothing changed but the locations, just follow the same steps with the new locations. As for Light/Medium armor, that is about the armor type, not the weapon.
  6. If you're talking to me, I know the difference. Abilities and perks can be used more interchangeably (still not perfectly interchangeably), however, when you're talking about EW's ini. Cause most of the perks now have abilities for them, and most of the non-perk abilities have been removed. Also, some things like Psireflect, which were neither a perk nor an ability have been added. EDIT: Missed Amineri's post. @Amineri, so do the new abilities in the game not successfully give their perks? Because I know that previous perks such as squadsight have been turned into abilities as well.
  7. To be fair, I was just adding soldier perks. However, I don't think there is a difference between weapon, armor, and alien abilities, so (I think) adding ShotSuppress should probably be the same. Can't see why it'd get new results though. But feel free to try it. PS: I'm quite possibly wrong, it's been ages since I worked with armor/weapon abilities (this was pre EW), so don't expect me to be 100% right; I'm still a n00b around here.
  8. Give it to the weapons or armor. If you want all soldiers to have it, give it to all weapons or armor. EDIT: Oh, just noticed your post, nevermind then. I'd never really noticed problems with similar things, but I didn't really experiment with weapons as much as the armor.
  9. Do you know where are the item slots defined?
  10. So, I've been looking at the loadout arrays in defaultloadouts.ini, and I'm still not sure what is what. From what I can gather, pistols and armor are obvious, large items are primary weapons, small items are miscellaneous, and custom items are alien ability items (psi amp, plague, etc). Is this a correct assumption? If so, why are aliens allowed so many primary weapons? Is it just a placeholder? Can they even use all of them?
  11. It's called something like UFONavigation IIRC.
  12. 1. Yes, AFAIK. 2. What do you mean by other perks?
  13. You do realize that the Triad organizations are not normal "gangs," right? They're organized crime, much like the mafia, yakuza, etc. Their soldiers tend to be pretty well-trained, because they do a lot more than just fight in the streets like common thugs. If anything, a good triad soldier would be MORE adept at hunting and killing in an urban environment than a vast majority of people. Zhang. Is. Special. If you really hate him that much for being canonically better than the rest of the soldiers, you have quite a few options for not having him on your squad. MEC him, fire him, let him sit in the Barracks for the entire game. Heck, you can even just let him die in Friends In Low Places, and skip the entire Zhang thing. It ends up just being a cheap shortcut to tech that you shouldn't have at that point, anyway, by the time you finish the third mission. I'm trying not to just be a jerk about this, but you seem to be taking the longest route possible to fix a fairly simple problem. You seem to really, really not like Zhang, or any of the other special soldiers, but...you don't want to fire them, and are instead going so far as to delve into the UPKs to change their stats, one at a time. Why? That's like not liking one of the countries, and instead of just ignoring that country, going into the game files to remove it entirely from the game. You're putting more work on yourself than necessary. :tongue: Yeah, but organized crime and gangs are not really that different when it comes to training. It is simply scale that makes the difference. The mafia families are basically glorified gangs, as are the triad organizations. I understand that there are methods, but this I had a colonel squadsight sniper by the time I did that mission. The guy could detect a thin man in full cover from across most of a terror map, but couldn't find a sectoid 3 feet away..? That's what I don't get. And I don't dislike Annette, I just don't like that intro cutscene. That's it. If Zhang started with an ability to detect cloaked seekers and had 50% reaction, then that's one thing, but he doesn't, so I dislike his backstory. But you are entitled to your own opinion. EDIT: OOH SHOULD TOTALLY GIVE HIM THAT ABILITY!
  14. If I was to guess, I'd say you did not enable ini loading.
  15. If you use money, make sure you go to the labs or somewhere and back out, so that it properly updates. Also, make sure you're editing the correct ini, should you have both EW and EU.
  16. Must've been one of those darn low profile ones that snuck in from Long War. Or the incredibly terrifying Sectoid Spy subtype I've had as a concept for ages, where it can cloak for 1 turn, has low profile, and gets a berserker claw, but only 1 health and no mind meld. Haven't tested it yet, would be funny.
  17. To be fair, Zhang and the other special soldiers are just that: special. Could always fire them, if you really don't like how powerful they are. They get the stats that they do, because they're very special people. Zhang shows just how adept he is, when he uses a pistol to kill a Sectoid as it runs behind your squad of soldiers, none of which heard it scampering around behind them. He's depicted as better than your guys, because he /is/ better than your guys. He's been in the Triads for a long time, and has seen a lot, judging by his scars, and the lines he says in battle. That's also the reason why he's just brought in on the X-COM project with no real questions. He's proven himself to be more than capable in the field. Heck, he even has unique textures and a unique voice. If he's that big of a problem, just...don't use him, maybe? It seems like a lot of work for almost no payoff, when you can just ignore or fire him, instead of trying to go in and force the game to not make him as good as he actually is. On the positive side, you wanted to keep Zhang from making the normal troops feel bad for not being as awesome as him, and by crippling his aim by setting it to an inaccurate 66, you've at least done that, though maybe not in the way that you intended. My problem is that a tough guy brought up from the streets with only gang fighting experience could detect a sectoid THAT A TEAM OF ELITE AGENTS GATHERED FROM AROUND THE WORLD WHO ARE TRAINED TO HUNT AND KILL ALIENS COULD NOT FIND! WTF MAN? Anyways, enough on why I don't like him, resume original topic now.
  18. So, the fact we're this close to a big breakthrough means that, due to Murphy's law, Unreal Engine 4 and a XCOM game to run on it should come out very soon.
  19. So, my biggest problem with the proposal is that you get Psionic Gods from grinding with this in play.
  20. All of the text for the game is in the localization. You can edit all of it easily. I'm not sure about adding elements, you could test that.
  21. No, it's just a matter of not liking being told that I can't do something without knowing why. Now that I know why, I'm fine with it. Just a little pet peeve. Though, to be fair, I really wish I could see the ability code.
  22. The single class thing is easy: Rename all the classes to operative. The everybody has completely random skills (no base skills) thing is harder, as you'd need to change the internal coding to allow all skills to be changed (if we could get this working with the three perk mod we had for EU, that'd be even cooler). After that, remove all skills like suppression (weapon skills) from the list. Add in any new skills you want. Replace all class-based weapon properties with eWP_AnyClass (or whatever that was called). Add on the desired abilities. With more modding, you could turn the rocket launcher, battle scanner, and smoke grenades into items.
  23. Yes, those are set in upk files. Yeah, as I thought. Don't know how you'd easily change the number based off difficulty, though.
  24. The DGC.ini has most of those values, and Resource Hacker is probably the easier of the two to use (from what it sounds like, I do all the stuff myself). # of aliens is not an ini adjustable stat, AFAIK.
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