Mizush1 Posted December 8, 2012 Share Posted December 8, 2012 New version is out! It is compatible with the new game patch and it includes some new things. Two big changes are: 1. Abduction missions will now sometimes happen in countries that have a satellite. This should make the late game a bit more challenging. 2. Engineer discount bonus has been reduced. The bonus will now more gradually increase and it will provide less of a discount. So things will now cost more. You will now need more engineers to get a decent discount. Then there are some minor tweaks. See the modpage for more info. I'm looking for people to help test the next version. It will include a new feature which needs testing to see if it doesn't make the game unbalanced. Please PM me if you want to help out. Just FYI, looks like the latest patch on steam crashes with the mod installed. It was working fine yesterday,but after the patch today it crashes on start up. Thanks for reporting it! :thumbsup: Looks like the released yet another patch for Xcom and 1.52 mod is fubared again :wallbash: Link to comment Share on other sites More sharing options...
BlackAlpha Posted December 9, 2012 Author Share Posted December 9, 2012 (edited) The mod should work. If you experience crashing or Steam trying to "complete the installation", then go to number 3 of the FAQ: http://forums.nexusmods.com/index.php?/topic/834174-warspace-technical-support-v150/ If it doesn't solve your crashing issue, post inside that topic. The problem is, as always, that a game patch can potentially corrupt your game if a mod is installed. Especially a mod like this one that modifies a lot of the original files. So you need to repair the game to make sure the new game patch has applied successfully. In the future, when a game patch comes out, consider repairing the game. There's no way around that without official mod support. That said, I still need someone who has the DLC to help me make the ranks compatible with the DLC. Right now, the DLC seems to overwrite the ranks. So I need to get my hands on some of the DLC files. Until someone helps out, I won't be able to fix it. PM me if you want to help. Edited December 9, 2012 by BlackAlpha Link to comment Share on other sites More sharing options...
FlyingHigh10000000 Posted December 9, 2012 Share Posted December 9, 2012 (edited) The ranks, as in Rookie, Squaddie, etc? Just going to throw this out there, but it seems like the DLC added an XComGame.INT and an XComUIShell.INT into \Documents\My Games\XCOM - Enemy Unknown\XComGame\Localization\INT. I noticed it when I was making sure my mods were installed correctly, and replaced it with the one that I'd modified in the game directory. Might try that?(Same method as getting XComStrategyGame.INT to work, really. Could probably also just delete the INT files so the game uses the ones in the steam directory, too, though it's cleaner to just replace both. Edited December 9, 2012 by FlyingHigh10000000 Link to comment Share on other sites More sharing options...
BlackAlpha Posted December 11, 2012 Author Share Posted December 11, 2012 (edited) New version is out! It's fully Slingshot DLC compatible, so all modded text descriptions will now work even with the Slingshot DLC. There's also some minor changes to the installer to make it easier to use. As for gameplay. Storms are a bit smaller now, so they will be less intrusive and I think it looks nicer this way. But what's more important is that now you can queue up Overwatch and Hunker Down commands MUCH faster. This really makes the gameplay feel much smoother. That said, I'm looking for testers again to test the next version. If you would like to help test, please PM me. Edited December 11, 2012 by BlackAlpha Link to comment Share on other sites More sharing options...
osito2dancer Posted December 11, 2012 Share Posted December 11, 2012 New version is out! It's fully Slingshot DLC compatible, so all modded text descriptions will now work even with the Slingshot DLC. There's also some minor changes to the installer to make it easier to use. As for gameplay. Storms are a bit smaller now, so they will be less intrusive and I think it looks nicer this way. But what's more important is that now you can queue up Overwatch and Hunker Down commands MUCH faster. This really makes the gameplay feel much smoother. That said, I'm looking for testers again to test the next version. If you would like to help test, please PM me.Hi, i wanted to let you know that i'll be testing your mod after re-validating my files (i forgot that i deleted some videos to enable 1080p, so i have to re-download them). I was looking at your files and noticed that your "Hardcore" .mod has different XP values from your "Normal" .mod , more akin to the original values from the DGC.ini file. Is that meant to be, or just a mishap by your part? Normal values:; Soldier XP Levels (Rookie, Squaddie, Corporal, Sergeant, Lieutenant, Captain, Major, Colonel) m_iSoldierXPLevels=0 m_iSoldierXPLevels=130 m_iSoldierXPLevels=450 m_iSoldierXPLevels=760 m_iSoldierXPLevels=1100 m_iSoldierXPLevels=1650 m_iSoldierXPLevels=2340 m_iSoldierXPLevels=3220 Hardcore values:; Soldier XP Levels (Rookie, Squaddie, Corporal, Sergeant, Lieutenant, Captain, Major, Colonel) m_iSoldierXPLevels=0 m_iSoldierXPLevels=90 m_iSoldierXPLevels=300 m_iSoldierXPLevels=510 m_iSoldierXPLevels=745 m_iSoldierXPLevels=1100 m_iSoldierXPLevels=1560 m_iSoldierXPLevels=2150 Also, i want to enable more UFO's going around, by modifying this: LATE_UFO_CHANCE = 60 ; Chance of Aliens sending out a second UFO in the months after you've defeated the base EARLY_UFO_CHANCE = 50 UFO_LIMIT = 2 UFO_INTERCEPTION_PCT=50 ; Chance that a UFO will require interception Do you know what values i could use? I was thinking of doing a 80late, 60early, 5limit, 75intercept ratio, but im not sure it will accomplish my main goal of getting more UFOs and stopping abduction before they happen. Thanks for the effort on modding this game, hopefully your mod will be influential to new patches from Firaxis. O2D. Link to comment Share on other sites More sharing options...
BlackAlpha Posted December 12, 2012 Author Share Posted December 12, 2012 (edited) New version is out! It's fully Slingshot DLC compatible, so all modded text descriptions will now work even with the Slingshot DLC. There's also some minor changes to the installer to make it easier to use. As for gameplay. Storms are a bit smaller now, so they will be less intrusive and I think it looks nicer this way. But what's more important is that now you can queue up Overwatch and Hunker Down commands MUCH faster. This really makes the gameplay feel much smoother. That said, I'm looking for testers again to test the next version. If you would like to help test, please PM me.Hi, i wanted to let you know that i'll be testing your mod after re-validating my files (i forgot that i deleted some videos to enable 1080p, so i have to re-download them). I was looking at your files and noticed that your "Hardcore" .mod has different XP values from your "Normal" .mod , more akin to the original values from the DGC.ini file. Is that meant to be, or just a mishap by your part? Normal values:; Soldier XP Levels (Rookie, Squaddie, Corporal, Sergeant, Lieutenant, Captain, Major, Colonel) m_iSoldierXPLevels=0 m_iSoldierXPLevels=130 m_iSoldierXPLevels=450 m_iSoldierXPLevels=760 m_iSoldierXPLevels=1100 m_iSoldierXPLevels=1650 m_iSoldierXPLevels=2340 m_iSoldierXPLevels=3220 Hardcore values:; Soldier XP Levels (Rookie, Squaddie, Corporal, Sergeant, Lieutenant, Captain, Major, Colonel) m_iSoldierXPLevels=0 m_iSoldierXPLevels=90 m_iSoldierXPLevels=300 m_iSoldierXPLevels=510 m_iSoldierXPLevels=745 m_iSoldierXPLevels=1100 m_iSoldierXPLevels=1560 m_iSoldierXPLevels=2150 Also, i want to enable more UFO's going around, by modifying this: LATE_UFO_CHANCE = 60 ; Chance of Aliens sending out a second UFO in the months after you've defeated the base EARLY_UFO_CHANCE = 50 UFO_LIMIT = 2 UFO_INTERCEPTION_PCT=50 ; Chance that a UFO will require interception Do you know what values i could use? I was thinking of doing a 80late, 60early, 5limit, 75intercept ratio, but im not sure it will accomplish my main goal of getting more UFOs and stopping abduction before they happen. Thanks for the effort on modding this game, hopefully your mod will be influential to new patches from Firaxis. O2D. Thanks for pointing that out. I definitely mixed that up. But it turns out it's a nice change, so I'll keep it for the regular version. See here for info about abductions and UFOs: http://forums.nexusmods.com/index.php?/topic/849122-storms-over-former-xcom-members-controlling-abductions/ http://forums.nexusmods.com/index.php?/topic/843055-showufosonmission-and-other-ufo-variables/ Edited December 12, 2012 by BlackAlpha Link to comment Share on other sites More sharing options...
osito2dancer Posted December 12, 2012 Share Posted December 12, 2012 Thanks for pointing that out. I definitely mixed that up. But it turns out it's a nice change, so I'll keep it for the regular version. See here for info about abductions and UFOs: http://forums.nexusmods.com/index.php?/topic/849122-storms-over-former-xcom-members-controlling-abductions/ http://forums.nexusmods.com/index.php?/topic/843055-showufosonmission-and-other-ufo-variables/Yeah, i found that increasing the XP requirements was a good move, to both normal and hardcore setups. If you want/need someone to do an spanish translation, just gimme a heads up and tell me what files i need to mod in order to help. O2D. Link to comment Share on other sites More sharing options...
BlackAlpha Posted December 12, 2012 Author Share Posted December 12, 2012 If you want/need someone to do an spanish translation, just gimme a heads up and tell me what files i need to mod in order to help. O2D. Thanks. I'll PM you the details in a day or two. Link to comment Share on other sites More sharing options...
osito2dancer Posted December 13, 2012 Share Posted December 13, 2012 (edited) Well, i just tested a Classic Immortal run, and i can certainly say: Good Job on the MOD :). EDIT: Also, your choice of skills on each tree is quite balanced and at each step it left me with a hard choice between the two: Covering Fire for the sniper? Neat-o (but does it trigger once for each overwatch, overriding the original one? (sort of giving the aliens a "better to let him waste a shot with me at best cover" kind of deal). I never used it at support, since sprinter was a better choice to me, to support a run&gun assault. In comparison, Close Combat Specialist activates once for each enemy that comes from 5+ range to 4- range, i would think CF should behave the same way (once for each shooting alien), but it would be OP for a OW-Opportunist-Squadsight sniper to be able to do the same for all shooting aliens. Edited December 13, 2012 by osito2dancer Link to comment Share on other sites More sharing options...
noxsachi Posted December 14, 2012 Share Posted December 14, 2012 I was curious how you managed to make it so that soldiers always became critically wounded. I love this part of your mod, and was wondering if you'd be up to share the method, or release a more piecemeal way of installation? Link to comment Share on other sites More sharing options...
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