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playable mecs, help requested


davidlallen

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So, there is this mod:

http://www.nexusmods.com/xcom2/mods/163/

You can do a research project and build a playable mec. It's easier for more people to get involved if it's a forum thread. The mod author sgtcal10 has some plans. Here are some comments and suggestions, which I will also plan to attempt.

 

1. When displaying a mec in some screens, such as the mission launch screen or especially inside the skyranger, the mec is too large. Is there a way to graphically scale one pawn in a screen, say to 80% of normal size?

 

2. The mec has no names. I think it would be easy to make a file of robotic first and last names, where the first name is 2-3 letters like TX, R7 and the last name is some more numbers. At least "Rookie TX 2000" is better than "Rookie". But, I am not sure how to hook up so only characters of this class can have these names. Maybe using a new race?

 

3. The mec can be promoted normally. Mine is a sharpshooter now. I think we need a base class for the mec, and I am pretty sure that is on the top of sgtcal10's list. I have some skill ideas which I may work on also.

 

4. Probably the mec shouldn't be allowed to equip weapons or armor. But now, in the loadout screen for my sharpshooter mec, I see a sniper rifle floating in space. I guess this screen cannot handle displaying a nonhuman pawn. Also assigning exo armor seems to work, in the sense that I can switch between heavy weapons like the rocket launcher. I haven't tried to see whether the skills like squadsight or the rocket launcher work properly on tactical missions yet.

 

5. In the soldier customization screen, a lot of the items don't apply to a mec, or at least they don't take effect. Color, for example. Either color should work (which would be better) or the color option should be greyed out. I guess this screen also was not expecting nonhuman pawns.

 

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I was planning on making a mod allowing capturing units and that would probably carry over some of the problems since people would like to customize their captives-well mind controlled...i'd like to see what you come up with -i'll be keeping a close eye, i am too busy right now with my second wave mod but i am free for anything later(Though i do have a cool idea of a Quantum mechanic which will be similar to Psi Soldier)

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Never trust a snake wearing breast implants!!!

 

Playable MECs :thumbsup: I saw some clues about ship's AI in game files. Are MECs autonomous or driven remotely by some AI?

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Allright. I meant who or what controls them, when they aren't on a mission? Are they autonomous? Are they roaming freely around or just sit in powered off state in a store?

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hey guys, update coming out this week, that :

1. Makes MEC's & all other units buildable/ stops auto adding them

2. Lets ADVENT use there own weapons/normal soldiers can not use the viper tongue, mec gun / shoudler launcher etc.

3. Sets up the aliens with there own classes.

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