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playable advent mod: details, feedback


davidlallen

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Enjoying the mod! Vipers are a fantastic addition which adds a completely new angle of play, which is great. Mostly though, I just use them for crowd control, disabling pesky targets in deep cover.

 

Not sure, but is it possible that the AWC can assign a perk to an alien that's already part of it's class skill set? In the current public build, I think I had the AWC give me a skill that I was supposed to learn later on. Might want to check AWC rulesets.

I have had this happen to troopers too. My heavy had just leveled to Corporal and was assigned Shred, so I couldn't take Blast Padding.

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This is great feedback. Keep it coming!

 

For Chryssalid, I agree that a defense value would help, and I especially want lightning reflexes to draw out overwatch. I want to experiment with ambush from burrows. It needs to work like run and gun, so they can do a full move, otherwise they can't get close enough to do any good. I need to figure out why cocoons make the saved game fail, but I'm afraid even if I do, the babies will fight for the alien side.

 

For Vipers, I will definitely try to add another kind of spit, in addition to making basic spit ignore shields and armor. I was thinking of blinding/disorienting rather than shredding. I'm not sure about making them combat hackers, but right now I don't think they can even do basic hacking like for mission objectives. I need to investigate that. As you see in post #2, their dodge skill goes up quite a bit as they level. I am afraid it may be too much.

 

For Mutons, I'll take a look at rage and battle frenzy, I agree implacable shows up too often. In the prerelease, aliens can't wear any human armor. So the stat chart in post #2 is their final armor and hit point value. For example, at colonel level, a muton has 19 HP and a fully armored human has 18. I think this is reasonable; what do you think? I am having a little trouble finding a unique role for mutons; MEC will be for tanking, viper is for scouting, chryssalid is for surprise and melee.

 

For MECs, I have started adding a weapon upgrade based on plasma tech, for both the cannon and the micro missiles. It isn't working quite yet. In the prerelease, their mobility doesn't increase.

 

I'd love to be able to change colors on the armors. Maybe if we can attract an artist, they can help with that.

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This is great feedback. Keep it coming!

 

For Chryssalid, I agree that a defense value would help, and I especially want lightning reflexes to draw out overwatch. I want to experiment with ambush from burrows. It needs to work like run and gun, so they can do a full move, otherwise they can't get close enough to do any good. I need to figure out why cocoons make the saved game fail, but I'm afraid even if I do, the babies will fight for the alien side.

 

For Vipers, I will definitely try to add another kind of spit, in addition to making basic spit ignore shields and armor. I was thinking of blinding/disorienting rather than shredding. I'm not sure about making them combat hackers, but right now I don't think they can even do basic hacking like for mission objectives. I need to investigate that. As you see in post #2, their dodge skill goes up quite a bit as they level. I am afraid it may be too much.

 

For Mutons, I'll take a look at rage and battle frenzy, I agree implacable shows up too often. In the prerelease, aliens can't wear any human armor. So the stat chart in post #2 is their final armor and hit point value. For example, at colonel level, a muton has 19 HP and a fully armored human has 18. I think this is reasonable; what do you think? I am having a little trouble finding a unique role for mutons; MEC will be for tanking, viper is for scouting, chryssalid is for surprise and melee.

 

For MECs, I have started adding a weapon upgrade based on plasma tech, for both the cannon and the micro missiles. It isn't working quite yet. In the prerelease, their mobility doesn't increase.

 

I'd love to be able to change colors on the armors. Maybe if we can attract an artist, they can help with that.

 

Perhaps you could talk to the authors of the Elite Viper and Heavy Muton Mods. They were able to change the colors of the units.

 

If you are making it so that Aliens can't use human armor, then I am alright with all of the alien units having at least 1 point of built in armor and higher Defense and Dodge perks, since they can't get it through the armor. Can we still put vests on them like the Hazmat or Stasis vest?

Edited by hunterkiller33
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In the download comments, thelastczar suggested some voice packs, specifically the legion voicepack for chryssalids, and the wrex or grunt voicepack for mutons. Both are available by an easy name search at steam workshop.

 

That is a good idea. Rather than incorporating their (large filesize) mods directly into this one, it might work to have our alien character creation routine check to see if a voicepack exists by name, and if so, create an appearance which uses that. I looked partway through the code, and it seems like that might work. We can keep it on the list of possible features.

 

For players who have both mods and don't want to wait for this possible feature, you can certainly change the voice of these created characters to anything from a voicepack, using the customize screen in the armory. As a test, I installed the legion and wrex packs. The legion voicepack does add an entry into the voice picklist, so that would be easy. Oddly, the wrex voicepack doesn't appear in the picklist; I am not sure why.

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David,

 

I've at the armory right now. That option isn't available. It's greyed out. As of the version I currently have, you cannot customize voices.

 

In the download comments, thelastczar suggested some voice packs, specifically the legion voicepack for chryssalids, and the wrex or grunt voicepack for mutons. Both are available by an easy name search at steam workshop.

 

That is a good idea. Rather than incorporating their (large filesize) mods directly into this one, it might work to have our alien character creation routine check to see if a voicepack exists by name, and if so, create an appearance which uses that. I looked partway through the code, and it seems like that might work. We can keep it on the list of possible features.

 

For players who have both mods and don't want to wait for this possible feature, you can certainly change the voice of these created characters to anything from a voicepack, using the customize screen in the armory. As a test, I installed the legion and wrex packs. The legion voicepack does add an entry into the voice picklist, so that would be easy. Oddly, the wrex voicepack doesn't appear in the picklist; I am not sure why.

 

Is there any sort of quick-and-dirty .ini edit we can make as users to enable the voice selection box? Trying to hook in other mods could get tedious fast, especially at the rate people are churning them out, but just having the option would be nice to add some additional character to the...characters.

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This is quick and *very* dirty, and also will need to be redone each time any of your mods updates. In the local copy of XComEngine.ini (under My Games\...XComGame), delete the line that refers to PA_UICustomizeMenu. This will reactivate all the items in the customize menu, including voice, but also armor color, etc which have no effect.

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