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Modding Meld


wghost81

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  • 1 month later...
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Hi, I would like to ask if it would be possible to:

*limit meld collection only to the robotic enemies (floaters, cyberdisc, mechtoid, sectopod)

*meld recombination should take MUCH longer

*cybernetics lab only available after mechtoid section (and meld recombination)

*genetics lab unlocked after sectoid, thin man, cryssalid sections (and meld recombination)

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  • 7 months later...

LW has its own very different Meld mechanics. Implementing any of those mods will be balance breaking.

 

From the technical side of things, many of the functions this mod works with were completely changed in LW. So doing something similar for LW will require writing all the mods from scratch.

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  • 3 months later...

How hard would it be to adjust the Meld Canister times for Long War? (or perhaps disable the timers.)

 

EDIT: Never mind, Ellatan has already answered this:

 

 

Open DefaultRandomSpawns.ini, increase the value of EqConst, I think it's pretty much linear with giving extra turns till meld expires.

 

Edited by ThelsK
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