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Modding EXALT


wghost81

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<..>

EDIT: Still doesn't explain why they didn't use PsiPanic. Also, does the AI work for both MindControl and PsiControl? Cause I was definitely using MindControl, which is the XCOM version.

And I was using alien version (I think). There is definitely something worth investigating here.

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The main problem I've seen with EXALT is that they're stupid. Primarily, it's that they throw their lives away to accomplish their objective, double-moving to get into an already-blocked capture zone rather than attacking. That objective needs to be less of a priority. Can we do that?

 

Secondarily, they just don't use rockets or grenades enough. I don't even know if they have grenades, I've never seen them use any.

 

Now, as for gene mods... obviously, yes; the question is, what to give them?

  • Thin man poison is the obvious choice, but that's apparently not happening.
  • Jumpy legs (that is, the Leap perk) for everyone. That's a no-brainer. I mean, I assume the AI can already handle that, right?
  • Mimetic skin would be tricky for the AI to utilize properly. How about something more like the Seeker's five-round cloak--how effectively could they use that?
  • Psi abilities seem kinda out-of-theme in any case.
  • It occurs to me that in lieu of shotguns, we could give their assault people Chrysalid claws. It would f*** up their animation/skeletons something terrible, sure, but they're supposed to have gene mods so crazy they make Vahlen shudder, right? Unnatural looks are good. They just need to be able to use them effectively. Can they? Do they need to be given Chrysalid AI, too? Either way they should probably also get something like Lightning Reflexes, not to mention a defense boost.
Edited by Inyssius
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Yeah, Leap would work, the seeker cloak could be deadly on snipers.

 

We could add psi to really, really late game enemies. And if you gave the assault chryssalid claws, they would most likely try to stand back and shoot you with them... AI is prolly not moddable.

 

EDIT: We should totally work on a training roulette mod for EXALT!

Edited by Krazyguy75
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Another suggestion Make them really extremist when they died they explode if possible. Sadly this suggestion would break some lore friendly due you can collect exalt weapons. I think some new exalt operative that acts like a berserker but explode when died and captured that would be cool like exalt brawler that have been gene modified with titan armor then strap with C-4 explode.

 

It will be totally cool that during exalt mission there are some thin man supplying there weapons like Zhang. It could explain that some triad members are thin man that infiltrate the ranks of syndicate where Zhang formerly works.

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<..>

2. EXALT hates aliens just as much as XCOM does, they just want to use alien tech to achieve person world domination. And they'd be able to spot Thin Men just as easily as XCOM can.

- and should be just as capable of capturing aliens (and getting their shiny plasma weapons) as XCOM; it is not like all Alien activity on Earth is limited to what XCOM sees, also there is those places, where XCOM did not go (like abduction missions) so EXALT could have at least Light Plasma Rifles in their arsenal.

 

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As for psionics - it might be a good idea, but most likely I won't be using it, since I want to make psionics and gene-mods mutually exclusive, so it would just not fit well in my mod.

Edited by Tycus
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I'd be interested in a mod that simply mixed in Exalt spawns with regular aliens -- make them as common as sectoids. Call it the "I, For One, Welcome Our New Alien Overlords" second-wave option.

 

Feels like a shame to have so many new units with interesting abilities, but Exalt missions are few and far between.

Edited by AzzoD
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Eh, would work, but lose wise EXALT hates aliens but loves alien tech.

 

I want a mod that lets you have 2 enemies that are also enemies (Aliens and EXALT), and they fight eachother while you fight, and they have double members per pod.

 

On terror maps their'd be average 1/2 aliens 1/2 EXALT (+- a bit of random numbers), on abductions it'd be ~3/4 aliens ~1/4 EXALT, and on ship missions there'd be 3/4 alien 1/4 EXALT, but the EXALT would use your alternate spawnpoints. EXALT missions would still be all EXALT.

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I did some quick check on comm relays and reinforcements.

 

Hacking is scripted in XComRadarArrayActor.OnExaltHackingArrayInteraction, which simply applies XGAbility_DisablingShot to every EXALT unit. This can be changed.

 

Say, we want to delay EXALT reinforcements for N turns instead. XComWaveSystem class seems to handle all dynamic aliens appearances and it is quite flexible. First it has DelayWaveTurnAppearance(optional int NumTurns) function. Second, it has int AttackChanceOnSpawn variable, which, by its name, can make EXALTs enter and fire on the same turn.

 

But I can't seem to find where exactly EXALT reinforcements (waves) are defined. :sad: Kinda stuck at this point.

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<..>

I want a mod that lets you have 2 enemies that are also enemies (Aliens and EXALT), and they fight each other while you fight, and they have double members per pod.

You know, that coding AI for that would nigh on impossible, right?

 

<..>

...but Exalt missions are few and far between.

Well, I guess we could have more EXALT missions, if they were more proactive on strategy level, but rewards for completing EXALT missions needs to be rebalanced (ie, clue could be a dud, fake or simply reveal information already known). Also I feel, that this attempted raid feature (when you don't know for sure their HQ location) would likely be never used - with such harsh penalty as instant loss of Council member, or massive panic increase, if that country already left XCOM project - anyone would play safe and wait; besides, it is not like EXALT are so pressing threat, that anyone feel even tiny bit inclined to accept risk like that.

An idea for covert ops mission: I would like them to fail once in a while, so you have to survive with lone operative for several turns, until extraction team arrives, and saves him/her; you get no reward for completing such mission (besides getting your dude back), Also, this fail chance could be linked to rank of operative you send on covert ops mission - the higher rank, the higher are chances of success, so player will get incentive to send one of his valued veterans instead of just rookie/squaddie.

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