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playable advent mod: details, feedback


davidlallen

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We have been getting reports that the mod has issues being installed manually and from the nexus (the nexus mod manager installs it through a process which is also essentially a manual installation, which according to the game mod launcher, there is no difference).

 

I for one can't test the mod by installing manually either. It doesn't have to do with the mod or nexus I think. I believe it has to do with the game mod launcher just being not perfect. When I upload the pre-release test version, it has to be on the steamworkshop in private or else I can't test it. >.>

 

Apologies for any inconvenience guys, but not much we can do. (Hell, very randomly, when I do try to install it manually, it does work sometimes. But very rarely.)

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The Weathered look is nice for the MEC, but I would definitely tone it down a bit. Some of us like having shiny new robots with a few scuffs on the paint job, rather than a bot that looks like it was left out to rust for too long.

 

The viper looks good, but the eyes should probably be an amber orange color, or something equally able to stand out against the facial markings. I will agree, she kind of looks dead.

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That is odd. There may be something weird in switching from one version or source of the mod to another. Are you downloading via steam workshop, or installing yourself?

 

Try (a) make sure you only have one copy of the mod available (*either* steam *or* nexus not both), (b) delete all the ini files under My Games/...XComGame/Config, © launch the game again. Note with the "free" option, you do still need a proving ground; it's just that the cost and time of the project is zero.

 

If you still have no luck, look in the logfile and search for "davea debug" which is the string I put by all my function calls. If this isn't appearing, then the mod isn't being picked up at all.

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Balance wise, I say the MEC has the most potential in its current state. Its weapon upgrades help it stay relevant, and its a tough unit to destroy. Its powers work well, but it doesn't have the same damage output to compete with a fully upgraded Demolisher Grenadier. If anything, its a tanky bullet sponge that can't give as good as it gets. I would suggest bumping up the damage to be comparable to the Grenadier's cannon, rather than a rifle.

 

The Viper is a nice, highly mobile unit, even when not using the Slither perk, and can be great for scouting deep into enemy territory before moving in the rest of the team. I still think it would be nice to give them a specialized version of their rifle with a high pierce value and damage equal to or slightly less than the XCOM beam rifles. (Never could figure out what I was doing wrong with mine, and no one indicated they wanted to take a look at it, so meh )

 

The Muton suffers the most. With no upgrade to its weapon systems, the Muston has no place in the late game as a damage dealing unit. It could -possibly- be used to suppress and maim enemies in melee combat, like the sword focused rangers, but has the same drawbacks: It has to get up close and personal, and doesn't seem to have a high chance to counter all that often. Like the other two, in needs a late or midgame upgrade to keep it competitive with the soldiers of XCOM.

 

I have not really messed with the Berserker or Lids.

 

One thing of note is that when you upgrade armor from Kevlar to Predator, to Warden, the alien armors are swapped out and can't be put back on.

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