BlackAlpha Posted January 2, 2013 Author Share Posted January 2, 2013 Did you solve the Steam Offline issue? Do I have to set the game to Offline mode every time I play? Also, is there a way I can revert the Arc Thrower back to normal (i.e. not use the pistol slot). This is important to me, typically my Supports carry ATs in tandem. Sometimes they need the pistol to reduce the amount of enemy HP without killing them. In the early game I prefer to have both Supports with both ATs and Pistols. Mid to Late game once I have all the research credits, it doesn't matter as much since I rarely AT enemies. Thanks for your reply. See the first post. There's a link to the tech support topic. See number 2 of the FAQ inside that topic. About the modding, see the first post as well. You can either edit the files in the installer source or you can get Modpatcher and XSHAPE and do it yourself. Link to comment Share on other sites More sharing options...
Evilstein Posted January 3, 2013 Share Posted January 3, 2013 (edited) On the Chrysalid issue, I have to agree that the synergy of them being fast, having more HP and off-screen spawning zombies makes them _way_ too tough for my tastes. If you run into them when you still have a squad of four, you can kill, at most, 2 during a turn. Given the speed they move, that means that one or more is likely to make it to your crew. At the same time, a horde of zombies is shambling your way, then turning into Chrysalids, which means you get swarmed in short order. I was loving your mod until I bumped into this, but my first abduction mission was simply unwinnable. I would be happy if I could either turn off zombie spawning or turn the Chrysalid HP back down. Same for me, i just change the vallue because it's to difficult and not fun. Edited January 3, 2013 by Evilstein Link to comment Share on other sites More sharing options...
osito2dancer Posted January 3, 2013 Share Posted January 3, 2013 On the Chrysalid issue, I have to agree that the synergy of them being fast, having more HP and off-screen spawning zombies makes them _way_ too tough for my tastes. If you run into them when you still have a squad of four, you can kill, at most, 2 during a turn. Given the speed they move, that means that one or more is likely to make it to your crew. At the same time, a horde of zombies is shambling your way, then turning into Chrysalids, which means you get swarmed in short order. I was loving your mod until I bumped into this, but my first abduction mission was simply unwinnable. I would be happy if I could either turn off zombie spawning or turn the Chrysalid HP back down. Same for me, i just change the vallue because it's to difficult and not fun.I find it challenging, since it forces you to actually go forward and save the civilians, rather than turtling and waiting on overwatch traps. Link to comment Share on other sites More sharing options...
madcow101 Posted January 3, 2013 Share Posted January 3, 2013 I find it challenging, since it forces you to actually go forward and save the civilians, rather than turtling and waiting on overwatch traps. impossible on some maps, if you get this mission before any upgrade for your troops is ready and/or some good soldiers recover from injuries you cant win. yesterday a had to go back to earlyer save 6 floaters + 2 or 3 crysalidson map with the tanks spotted the floaters first until they are down there are 6 zombies around, when they start attacking you simply run out of ammo after 3 turns and your squad gets anhilated new savegame, new map (bridge this time) spotted the 2 crysalids early, 1 of them attack one go after the civilians, ther shape of this map made it an easy fight but on maps with that tanks you dont have any room to evade the floaters and go for the crysalids, so its a bit luck, get a good map or easy enemys Link to comment Share on other sites More sharing options...
madcow101 Posted January 3, 2013 Share Posted January 3, 2013 one last question can i use toolbox after installing warspace? and if not, how can i set the map rotation to 10 degrees? Link to comment Share on other sites More sharing options...
lagrath Posted January 4, 2013 Share Posted January 4, 2013 (edited) Already posted this in the comments section to the mod itself, but here are what I see/am experiencing as the big, big drawbacks to the mod (which, as far as I know, will not be improved or changed in 1.60 this Saturday): -Overwatch doesn't seem to trigger properly. I often have enemies moving within LOS of my soldiers with my whole squad on overwatch and not one of them firing. I just had a sectiod move adjacent to one of my guys with the whole squad on overwatch, no one fires, and then the sectoid one-shots my guy! Overwatch not working properly seems like an insane flaw.-Plasma weaponry seems to be even better than before- on the opening mission, the sectoid plasma pistols crit my full health squad members for 6/8 or 8/8 HP in one shot!-Laser weapons, ironically, seem to still be bad....they are supposed to serve as a bridge between normal weapons and plasma, requiring a significant investment of resources and time to research and produce. This should result in a clear upgrade to the default weapons that rewards players with a big boost in early game and mid game competitiveness with the aliens until plasma is unlocked. XCOM vanilla is extremely disappointing for someone like me that played Apocalypse about 7 times and is used to a slow, steady progression in many tiers of equipment until late game, and Warspace continues rather than fixes this glaring issue. -The recovery time is really way too much. I've spoken with many people who have tried Warspace and they all quit because the heal times were simply way too prohibitive (especially when compounded with other things like the strength of plasma weapons and the increased cost/time it takes to gear out your troops with the armor need to keep up HP and not get auto-infirmary'd by 1 plasma crit). After 1.60 is released, I will be trying to figure out how to edit the mod to fix these values myself (though I have no idea how to mod anything, much less mod a mod). If I can't figure out how, I'll/ put XCOM on a shelf for now... Edit: Figured out that the defaultgamecore file is in the normal folder of the source, figured out how to do everything using the DGC reference guide...guess I will be getting 1.60 and modding it for my own tastes! Edited January 4, 2013 by lagrath Link to comment Share on other sites More sharing options...
madcow101 Posted January 4, 2013 Share Posted January 4, 2013 Edit: Figured out that the defaultgamecore file is in the normal folder of the source, figured out how to do everything using the DGC reference guide...guess I will be getting 1.60 and modding it for my own tastes! edit the file in the defaultgamecore does nothing, that file is not used. the file that xcom uses is packed inside the game exe file Link to comment Share on other sites More sharing options...
osito2dancer Posted January 4, 2013 Share Posted January 4, 2013 (edited) Edit: Figured out that the defaultgamecore file is in the normal folder of the source, figured out how to do everything using the DGC reference guide...guess I will be getting 1.60 and modding it for my own tastes! edit the file in the defaultgamecore does nothing, that file is not used. the file that xcom uses is packed inside the game exe fileWarspace comes in 2 flavors: Autoinstaller and Full Source. The latter has all the files Warspace uses to enable changes, such as DGC.mod. If you modify that, then rebuild the mod (using the instructions given in the dowload page / readme.txt to do it), you get your changes in DGC enabled, without losing all of Warspace. Edited January 4, 2013 by osito2dancer Link to comment Share on other sites More sharing options...
osito2dancer Posted January 4, 2013 Share Posted January 4, 2013 Already posted this in the comments section to the mod itself, but here are what I see/am experiencing as the big, big drawbacks to the mod (which, as far as I know, will not be improved or changed in 1.60 this Saturday): -Overwatch doesn't seem to trigger properly. I often have enemies moving within LOS of my soldiers with my whole squad on overwatch and not one of them firing. I just had a sectiod move adjacent to one of my guys with the whole squad on overwatch, no one fires, and then the sectoid one-shots my guy! Overwatch not working properly seems like an insane flaw.Overwatch does not trigger if the alien moves 1 tile into LoS, he has to move 2 (since OW does "trail fire", and shoots at the "assumed position" rather than the current one, hence the aim penalty). If the sectoid moved around your LoS, it would trigger, but if he went "covert" (such as going around a building or an SUV), no dice. -Plasma weaponry seems to be even better than before- on the opening mission, the sectoid plasma pistols crit my full health squad members for 6/8 or 8/8 HP in one shot!-Laser weapons, ironically, seem to still be bad....they are supposed to serve as a bridge between normal weapons and plasma, requiring a significant investment of resources and time to research and produce. This should result in a clear upgrade to the default weapons that rewards players with a big boost in early game and mid game competitiveness with the aliens until plasma is unlocked. XCOM vanilla is extremely disappointing for someone like me that played Apocalypse about 7 times and is used to a slow, steady progression in many tiers of equipment until late game, and Warspace continues rather than fixes this glaring issue. The plasma crits are a by-product of the enhancement done by WS. It adds difficulty, to avoid being shot and moving always in cover. -The recovery time is really way too much. I've spoken with many people who have tried Warspace and they all quit because the heal times were simply way too prohibitive (especially when compounded with other things like the strength of plasma weapons and the increased cost/time it takes to gear out your troops with the armor need to keep up HP and not get auto-infirmary'd by 1 plasma crit). It would be great to find a middleground between vanilla and WS in terms of healing time, but in the meantime, you can edit DGC.mod and shorten those times. Link to comment Share on other sites More sharing options...
BlackAlpha Posted January 5, 2013 Author Share Posted January 5, 2013 (edited) After many weeks of hard work and testing, version 1.6 has finally been released! See the modpage for all the details. There are basically three changes: 1. A small change: Everything related to the late tactical game has been rebalanced in an attempt to make the late game less of a cake walk. 2. And a large change: The strategic game has been overhauled with some pretty drastic changes. As you all know, the strategic game in the original isn't very interesting and it's extremely easy. There's little point in doing certain things like getting new weapons for your aircraft. But that is different now. The strategic game is now challenging, it plays differently, and it now pays off when you carefully make your decisions. 3. Another big one: New languages! There's now support for the French and Spanish languages. I can't take much credit for that. Ericfr did the French translation. And Osito2dancer did the Spanish one. They did most of the hard work, so props to them! I hope you guys enjoy it! Edited January 5, 2013 by BlackAlpha Link to comment Share on other sites More sharing options...
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