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About nobody4422

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I just want to clarify. When I said reloads, I meant for the weapon, not the game. In other words appx 11-15 shots. I noted this instance as it was part of a game that seemed particularly brutal. Many shots in this game that should have hit were missing and ones that should of missed were hitting. After losing almost every soldier that came in in the first 4-5 months and getting flat wiped out a number of times I restarted and the game was a cakewalk again. I found this topic on the random number generator, but haven't found anything in it like what we've seen
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Reading other threads has inspired me to look into removing the ToHit and Critical percentages from the tactical HUD from combat. It seems like it would make it a bit more interesting if you really didn't know your exact percentages. Looking around I found File: XComGame.upk Class: UITacticalHUD_InfoPanel Function: Update There seems to be a few places I can make the change I could also try to find where iCriticalChance is set after definition, but this is proving a bit more difficult. Similar steps could be taken with the Hit Chance section. The problem is I don't know how to identify these sections of code in the hex editor. Any assistance would be appreciated.
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I have to agree with OP in that something is fishy with the die rolls. I have had quite a number of inexplicable hit or miss chains with a less than 1% probability. Most notably, a miss chain 3 reloads long with 95% accuracy at 3 spaces, against an uncovered sectoid. I couldn't hit him until I brought in another soldier to do the job from a different angle. Im beginning to think something is just generally wrong with the game's die rolls. Maybe its a side effect of the way the RNG is persistently seeded. Another possibility is that there are some invisible variables that don't show up as part of the to hit percentage, which I'm actually ok with. I would just like to know a little bit about these variables so I can make the appropriate tactical decisions. Thinking about it, I would be perfectly ok if ToHit% and Crit% was removed completely from view. I haven't used the debugger to actually track die rolls, if its even possible. If it is did OP save a game reasonably before this instance? It would be interesting if you could replicate the results and watch them unfold.
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So I like the idea behind the SW feature Damage Roulette, but I can't quite figure out how it specifically works. I find that having a variation in damage produces a lot more unpredictability, and therefore tension, to battles compared to the standard mode that (almost) always deals the weapons posted damage. The problem I'm running into is that the extremely random nature of this feature makes it incredibly difficult to tune weapon damage properly. Throughout a battle, I'll have damages ranging 1 point to 2x the listed value without going critical, and even more when I do. Question being Can anyone tell me the mechanics behind Damage Roulette so I can better tune my weapons OR Does anyone have any insight that would allow for more randomized damage, but still keeps it within set parameters Honestly I could use a bit more information on how damage is worked in general. Its not the standard 1d6 random number generator you typically find, nor is it 6 and always 6
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I've noticed some of the problem with stupid misses myself. I'll have an enemy suppressed, flanked by multiple soldiers with a hit rate over 50% and I'll miss with everyone for 4-5 turns. This has happened multiple times in multiple battles (ironman, so no save scumming). I understand with the nature of random numbers its certainly possible, but it just defies all probability. I can't help but wonder if there is something else at work here. Has anyone else noticed this? I'm playing on classic, with reaction fire, aim and suppression added to this mod.
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Any plans to incorporate Reaction Fire into this mod? I find it a very nice addition to the tactical game. Anyways keep up the good work. Not only is this providing a great game play experience it is also providing a baseline for other mods to follow and spearheading a lot of the R&D in the community.
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Ok, so I now need a replacement for the Suppression perks on the Heavy and Support as I've given these to every soldier with a rifle or LMG, any suggestions. What I currently have Support Tier 5: Rifle Suppression OR Sentinel Heavy Tier 2: Suppression OR Bullet Swarm
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I've been trying to remove the rocket launcher from my heavies and replace it with a pistol. The reason why I want to do this is because I've removed the Fire Rocket perk from my heavy at the Squaddie level. So far I've not had much luck. Simply adding the property eWP_Heavy to the pistol does nothing. This problem is probably more complex than this because the pistol doesn't even show up in the Sidearm list. It may have something to do with the fact that the launcher is a large item. Maybe heavies get two large slots, but this is unlikely as no other large weapons show up in this list. More than likely its a hardcoded feature packed away in some .upk file. Has anyone has run across any leads on this? An oddity I found was that adding eWP_Nonr (just a typo, could probably be anything) allows you to place the rocket launcher, or anything for that matter, in a backpack slot. EDIT: Oddly enough, Ewp_backpack does not. Additionally adding eWP_AnyClass allows anyone to equip it in their backpack, and the Fire Rocket icon appears. However without the Fire Rocket perk the character can't use it (which is the problem I'm having with my heavies). I haven't tried adding the Fire Rocket perk to any other class yet to see if it will function. Another problem that makes this find almost, but not quite, useful is that even with a heavy adding more launchers to your pack does not increase the number of rockets you can fire. I know it was managed to get the Arc Thrower into the pistol slot. I wonder if theres a possibility of these problems being related. Anyone have any insight into this? EDIT: Its most definitely something hardcoded. Adding the eWP_Pistol property allows everyone to equip the launcher in their pistol slot. And the graphic shows up on the leg like a normal pistol. Heavies on the other hand have the launcher equipped on their back in the pistol slot. So this suggests that the heavy class was specifically coded to have the launcher, only the launcher, and placed differently from everyone else. I just have no idea where to begin on this front, if its even possible.
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Does anyone know how to/Is there a way to Modify [This]?
nobody4422 replied to dirk45's topic in XCOM's Enemy Unknown
Ok, I would like to be able to equip my heavies with a pistol. This is because I've removed the Fire Rocket ability from the Squaddie level. I added eWP_Heavy to the pistol, but it still didn't show up in the inventory list. Anybody got any ideas? EDIT: I'm starting a new thread on this topic -
Thanks that did the trick. For anyone else in the future with this same error you have to modify both PATH and CLASSPATH to point to jre7\bin and jre7\lib respectively
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Ok, I'm getting the same error, but I don't quite understand your solution. I didn't see anything in the instructions about setting the path to the Java folder, nor can I find a reference to it in any of the files. A bit more of an explanation would be appreciated. Edit: Admittedly at first I only had Java 1.6 installed, despite saying in the instructions I needed 1.7. So I installed Java 1.7 from Oracle, restarted my PC, and extracted XShape again. But the same error message is still coming up. I'm at a loss here.
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Anyone else bothered by the fact that "you'll be landing in a heavily populated urban center" but there's never any people around? If possible, later down the line, I think it would be interesting to add civilians to missions other than just Terror, based on the setting. Major urban areas will have a high probability of a large number of civilians, sparely populated will have a low probability of a few people. This would add a sense of urgency and caution to missions. With civilians randomly littering the landscape you have to be careful about using some of those explosives. You also have to move quickly to save them from the aliens. Plus it would just make the world seem a little more alive. It would also be nice to actually save some people during an abduction mission. Just a thought.
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Here's a remix I was writing up earlier, I'm curious on your thoughts. I had three main goals, first to eliminate the 'no contest' choices (I'm looking at you Smoke and Mirrors OR Field Medic) and make it a choice between two similar abilities. Second, reassign abilities so that they would more logically fit with the assigned roles (i.e. Flush for snipers, Battle Scanner for support). Third was to rearrange abilities to prevent too much power to early or an extremely powerful combination (the vanilla assault is a good example of this problem). Reading some of the comments here I don't think I got it all right, particularly the Sniper, so I welcome your comments and suggestions. Long story short I wasn't focusing on different 'builds' within a class, but rather one clearly defined role with the abilities offering distinct, but mutually exclusive, advantages to support that role. Heavy Big gun, big booms. Primarily a second line combatant the role of the heavy is to cover allies, suppress enemies, and blow stuff up. Keep him behind your assualt teams to provide much needed cover fire, or bring him in closer to unleash a mass of devastating explosions. I removed Fire Rocket as the opening ability because I found it a little overpowered for early in the game, and instead replaced it with deep pockets allowing for two grenades or any combination of items (I'm really hoping we can make our own items in the near future as an Extended Magazine would be perfect for this guy). From there I think the progression is logical and choices difficult. Deep Pockets Bullet Swarm OR Suppression Fire - Choose either direct fire or support Fire Rocket OR Shredder Rocket - Instant damage or long term damage Rapid Reaction OR Cover Fire - Overwatch choice, more shots or more situations Grenadier OR Rocketeer - Choose your explosive. 4 grenades or 2 rockets (I'm not sure how it'll work if they choose Shredder though) HEAT Ammo - You should start to see robots around this time Danger Zone OR Mayhem - Fire support or fire power Support A well rounded soldier that brings a lot to the battlefield. While his abilities are less geared towards direct combat he is still a very capable fighter and the skills he brings to the group can mean the difference between victory and defeat. He can be effective literally anywhere in combat, out front, in the rear or anywhere in between. I mostly had to get rid of the bad pairings in this one, but I added a few abilities from other classes that were better geared towards battle support. I also moved the healing abilities to the end as I felt they were kind of overpowered in the beginning ranks and other abilities couldn't compete. Smoke Bomb Battle Scanner OR Sprinter - Choice of scouting method Smoke and Mirrors OR Dense Smoke - More smoke or thicker smoke Holo-Targeting OR Combat Drugs - Buff all allies against one enemy, or a group of allies against all enemies Rifle Suppression OR Sentinel - Suppression or second overwatch Revive Savior OR Field Medic - 8 HP in 1 Turn or 12 HP in 3 turns. Assault Front line fighters that get in quick and hit hard. Their skills focus primarily on defense for closing the distance and offense for when the get there. Great inside buildings and other close quarters situations. You want these guys in the front. This class was one that I thought most overpowered. Run and Gun alone is massive and you get that as a Squaddie. Combine that with Tactical sense, Lightning Reflexes, Rapid fire and any of the four other choices and you have someone who can run around the map inflicting massive amounts of damage with impunity. I had to do something about that while keeping their role intact. For starters I moved Run and Gun to Major rank, its too powerful that early, but I replaced it with will to survive which gives them enhanced survivability while closing that dangerous gap. The other ranks provide for difficult choices I think Will to Survive Aggression OR Close and Personal - offensive boost either with more enemies or closer range Tactical Sense OR Lightning Reflexes - Defensive boost where lot of guys may miss or one guy will miss. Killer Instinct OR Executioner - Situational offensive boosts, Increased criticals on Run & Gun or increased aim against weakened enemies Extra Conditioning OR Resilience - Defense boost More HP or No critical hits Run & Gun - Where it should be Close Combat Specialist OR Rapid Fire - Let them come to you and hit em hard or go to them and hit em harder Sniper Patiently waiting and watching the battlefield picking off anyone stupid enough to poke their head up. The sniper is great at long distances providing excellent overwatch protection and unique tactical abilities. They're vulnerable at close ranges though so keep them in the back. I had the most difficulty with the sniper and still doubt some of the ability locations. Gunslinger and snapshot are giving me the most problems. I originally wanted to take both of them away entirely as they kind of ruin the long distance fighter role, but I put them in anyway, probably in the wrong places. From reading this thread it seems that Snapshot is less powerful than I though and Gunsliger more so. I'll provide alternatives where appropriate. Squadsight - The most basic ability of any sniper is to shoot where directed by a spotter. Head Shot OR Disabling Shot - Tactical choice. Can you kill it in one hit or do you need to buy your squad some time? Gunslinger OR Flush - Random choice. Protect yourself at close distances or scare enemies out of cover for your allies to take care of. (Alternate: Sentinel OR Flush - Overwatch Choice. Take out more enemies during your overwatch or scare enemies into the path of others' overwatch) Damn Good Ground OR Low Profile - Defensive choice. Plan on jumping rooftop to rooftop or crawling through the underbrush Bring 'em On OR In the Zone - Offensive choice. Increase damage on everyone or free kills in certain situations. Opportunist Snap Shot OR Double Tap - Offensive choice. Move and shoot or shoot twice. (Alternate: Gunslinger OR Double Tap - Move and shoot or shoot twice) I haven't put it into practice yet to see how it works out, but I think it'll be pretty balanced. I welcome your inputs.