BlackAlpha Posted February 14, 2013 Author Share Posted February 14, 2013 (edited) Thanks for the feedback guys! Quote: Could you enlighten me as to how the math is calculated? Obviously there is base day of injury, and then some random amount additionally. Is the random amount added multiple times per injury point? While I'm not the person behind the mod, I've been lurking in these forums for a while, and the question regarding injury times does come up frequently; to the best of my knowledge, "obscene" injury times are intended. You're best off moding the number to your liking. I normally go with this: BASE_DAYS_INJURED = 5RAND_DAYS_INJURED = 7 My grave injuries are around a month, which I find fair. Quote: Could anyone point me to a tutorial on how to edit the code to my liking? I am a programmer, so it doesn't need to be in layman's terms, I am just out of my depth with these script files. I've always used the simplest process with no problem: downloading the Warspace Extension Source, editing the appropriate .ini file, recompiling the mod using Inno, un-installing the previous mod, and then slapping the newly minted one on. Never had any problems or crashes. That's pretty much it. Tell me if you have any further questions. Having had another go at Impossible difficulty, this time with Normal version of the mod but with higher enemy HP, I have to say that beyond the first month the game feels unplayable. Again, you take one step on abduction missions and you're swamped immediately with enemies. It doesn't feel like there's a map there -- you just get stuck pretty much in your starting position, with aliens coming in droves from all sides. In my opinion, the amount of enemies used in Classic is about as much as this game can sustain, and anything beyond that kills the gameplay. It's recommended to play on Classic. Impossible is for people who want more enemies. Hardcore is for people who want an extreme challange. If Impossible feels very hard, than that's working as intended. If a certain difficulty level is too hard for you, than pick something easier (ie. Classic normal Warspace) and don't mod the mod to make it harder (ie. don't increase the HP of enemies, like you did). Of course, you can do all of those things if you want, but remember that your experience may vary. Edited February 14, 2013 by BlackAlpha Link to comment Share on other sites More sharing options...
BlackAlpha Posted February 16, 2013 Author Share Posted February 16, 2013 New version is out! See the mod page for more info. Link to comment Share on other sites More sharing options...
Rikera Posted February 19, 2013 Share Posted February 19, 2013 Can anyone tell me if the game length has been increased in warspace? I've been reading through the posts here and am a put off by the soldiers not dying but staying out of the game for extreme periods. My question is basically: "will i see a page of read everytime i go to the barracks and be using soldiers once or twice in a full game?" Most people rate this mod for xcom but no beafy memorial by endgame and no connection with soldiers is a deal breaker for me. Link to comment Share on other sites More sharing options...
rabbittruns Posted February 23, 2013 Share Posted February 23, 2013 I've been playing this mod and find it very enjoyable! Only comment/question is with laser weapons. The damage is really low, and even though they are more accurate and the crit is high I don't find it to be that much of an upgrade to conventional weapons. Quite often the laser rifle does 2 damage, or 3 on a crit. I DID select random damage in the second wave which could be why the range is so off, but they rarely seem to hit as hard as conventional weapons.. perhaps consider buffing them slightly in the next go around? I'm just on my second mission with a full compliment of laser weapons so maybe I've just been unlucky so far. Thanks for the great work! Link to comment Share on other sites More sharing options...
Yzaxtol Posted February 23, 2013 Share Posted February 23, 2013 I would only go FULL laser if I had a team of rookies or chose all the ammo-eating abilities for my perks. Link to comment Share on other sites More sharing options...
Rastien Posted February 25, 2013 Share Posted February 25, 2013 I've been playing this mod and find it very enjoyable! Only comment/question is with laser weapons. The damage is really low, and even though they are more accurate and the crit is high I don't find it to be that much of an upgrade to conventional weapons. Quite often the laser rifle does 2 damage, or 3 on a crit. I DID select random damage in the second wave which could be why the range is so off, but they rarely seem to hit as hard as conventional weapons.. perhaps consider buffing them slightly in the next go around? I'm just on my second mission with a full compliment of laser weapons so maybe I've just been unlucky so far. Thanks for the great work! As the mod suggests it's worth turning off second wave feautres as these can skew the game's balance alot as your experiencing with the lazer rifles. I recently managed to finally upgrade my sqaud with 3 lazer rifles and the increased accuracy is a god send they do around 4-6 damage which consistantly deals with enemy's in soft cover with around a 60% hit chance :) Link to comment Share on other sites More sharing options...
ElDeemas Posted March 2, 2013 Share Posted March 2, 2013 I must say mod is fun as hell until late game. Then there are very little advantages in advanced weapons and aircrafts. Plasma has ridiculous aim penalties, even on SHIVS, you need a full squadron of Firestorms to take down a single medium UFO and so on. Link to comment Share on other sites More sharing options...
redchief000 Posted March 11, 2013 Share Posted March 11, 2013 I've been playing Classic Marathon for a while and have one balance issue with fighters. The plasma cannon does not do enough damage compared to the laser cannon to make up for the price. For example, it takes 2 fighters w/ lasers and dodge to take out a Abductor class UFO (with a high chance of loosing at least one fighter). A fighter w/ Plasma, aim, & dodge doesn't do as much damage in that it takes more then 2 to take down the UFO. Link to comment Share on other sites More sharing options...
BlackAlpha Posted March 17, 2013 Author Share Posted March 17, 2013 (edited) New mod version has been released! The mod is now compatible with the new game patch and the new mod version contains one small change. See the mod page for more info. Edited March 17, 2013 by BlackAlpha Link to comment Share on other sites More sharing options...
BioCat13 Posted March 24, 2013 Share Posted March 24, 2013 Hi everyone first wanted to note what a great mode this is, and how much replayability it gives to this game. I'm sorry if this was asked before me, couldn't find any reference to it anyway: In the readme files of this mode you state that it is not recommended to use any of the second wave features while using it. Do you still stand behind this statement? Anyone tried mixing these up? For example I just love the unique soldier stats and leveling features, and also kind of like the damage roulette feature. How much any of these will harm the balance of play? Thanks in advance. Link to comment Share on other sites More sharing options...
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