Joshuahoeth Posted January 31, 2016 Posted January 31, 2016 Oh I do hope that if it already doesn't exist, that someone will make an Alien Sniper like Species with Squadsight
Krazyguy75 Posted February 1, 2016 Posted February 1, 2016 That's always a touchy issue. Squadsight (at least in the old game) would awaken a pod as soon as any pod saw the player, because the squadsight alien saw the player. It'd require some work arounds.
UhuruNUru Posted February 3, 2016 Posted February 3, 2016 On 1/22/2016 at 4:41 PM, Zyxpsilon said: wGhost81's visit and solid comment is "One more proof" this community needs the XCom2 Section. :wink:1st mod uploaded will create an XCOM 2 section, as far as I'm aware, that's the only way they are created.If you upload a mod for a game currently without a Nexus mod, you enter the Games name, only the 1st upload does this though, so most mod creators have never seen the option. Even a dummy mod should work, I don't know if Nexus would approve of that though
Zyxpsilon Posted February 4, 2016 Posted February 4, 2016 We are speaking of a dedicated --MOD Talk-- forum area specific to XCom2... so that we all can (for example) start long overdue R&D development threads like we usually do.
LiQuiD911 Posted February 8, 2016 Posted February 8, 2016 I haven't had the chance to look ad the UDK.. are there any XCOM EU assets in it? Can it open EU assets?
Zyxpsilon Posted February 8, 2016 Posted February 8, 2016 I've seen a few "EU-Textures & GFX Items" here & there, so i suppose there might also be other "code related elements" anywhere
Drakous79 Posted February 13, 2016 Author Posted February 13, 2016 (edited) There is some leftovers in inis too.UFOAlloys=30 ;eShip_UFOSmallScout UFOAlloys=60 ;eShip_UFOLargeScout UFOAlloys=80 ;eShip_UFOAbductor UFOAlloys=100 ;eShip_UFOSupply UFOAlloys=130 ;eShip_UFOBattle UFOAlloys=60 ;eShip_UFOEtherealStatic meshes can be exported with UModel and re-used. A question is: "Would it be legal?". Edited February 13, 2016 by Drakous79
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