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[REQ] Changes to EW pacing please?


taro8

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Hi I would like to request few changes to EW that would change the pacing of the addon quite a bit.

 

*make meld appear later in the game

*cybernetic lab unlocked after Mechtoid

*losing mechtrooper means losing MECH as well

*bulding mechs takes time like SHIV's

*less meld or no meld in every mission

*highier meld costs

*no free gene mods (eyes and marrow mods)

Edited by taro8
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Playing on normal, I lost the mec and weapon after a mec trooper died, I lost another soldier on the same mission and was able to recover their gear just fine, though.

 

Meld prices are kind of up there already in normal. I waited until I had plasma weapons and titan armor before building the mec and gene labs, I had 600 or so saved up, it let me fully gene mod one soldier and fully equip one mec trooper, I could only do basic stuff with the meld I had left over. None of the gene mods really are free considering you need to pay for them on a per-soldier basis.

 

Not to say nobody should make a mod that does this if they're willing to, but try bumping up the difficulty a notch if you're not playing impossible yet.

Edited by Jeffman12
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Its not about the difficulty. I have more problems with the pacing. I feel that XCOM should be one step behind aliens to feel really pressured by their technological superiority. EW just threw bunch of new toys at you giving you a bit too much, too soon for my liking.

 

I think that maybe we could have branches of tech tree that would make it harder to just research everything.

 

Do you want to go with cyber soldiers? Well then start by developing SHIV's and when you get Meld and Mechtoid researched you gain access to cyber soldiers.

 

Or maybe you want to go with genetically modified soldiers instead? Well prepare to throw a lot of research at autopsies. Is it possible to add new research? If so then after autopsies you would need to adapt alien mods to humans.

 

Or maybe you dont want to lose humanity and you decide to forgo all Meld technology and focus on developing advanced weaponry and armors that would help the flesh and blood soldiers on the battlefield.

Edited by taro8
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  • 1 month later...

I feel in the same boat. It's definitely a wake up call and learning curve. Because if you're interested in getting/making the best soldiers you need to do certain things. Like OTS upgrades. Get some PSI soldiers. Remove the soldiers with poor will. Upgrades with melds. Then there's the MEC.. It's all too much too fast. Even want the "Base" parts of the old game slowed down.

 

Argh.

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Here is what I did-

 

Second Wave options that help with this:

 

Marathon mode (everything takes longer)

 

Alternate Sources (makes power requirements higher for facilities so its not such a cakewalk to build them so fast! I had to choose between mecs or gene modded soldiers initially)

 

Open toolboks and keep it open..

Open XEW > XComGame> Config > open defaultgamecore.ini

Search for: ITEM_MELD_BALANCE=1

(increasing this to 1.2 should make meld dependent things cost 20% more meld, 1.3 is 30% and 2 is twice as much and so on!)

 

Save the changes and exit, close toolboks and play.

 

http://www.nexusmods.com/xcom/mods/431/? Meld Mechanics Reworked by wghost81 aka Wasteland Ghost >>

 

 

Use this modlet only for reducing meld:

 

No Meld on Abduction missions for patch 1

 

Note: If meld becomes too sparse also use the Collect Meld From Alien Corpses for patch 1.

 

There are other things you can do also like increasing tech time balance instead of marathon mode, if you do not like marathon mode.

 

If you have questions or specific DGC.ini changes or balances you need help in deciding I don't mind helping out. I have tested heaps of DGC.ini changes with multiple modlets to find the balance fairness and difficulty I am looking for, and I finally found it.

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