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Mortimer

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  1. I believe I have altered the weight of grenades down ... most of the soldiers in question are now in the 35+ strength.
  2. I'm playing through a game of X-Com that I've tinkered with ... one thing has cropped up that never appeared in the original game ... certain soldiers cannot throw things, even a square in front of them because it is 'Out of Range' ... this makes night missions even more of a pain without being able to throw flares ... my grenadiers are only useful half the time ... is there anyway to fix or avoid causing this bug?
  3. Well I've tried to play Enforcer ... but god, terrible terrible motion sickness ... it was looking like an okay mindless shooter up until that.
  4. Neat stuff, using any particular wargame rules for these? (I've been thinking of writing up an X-Com miniature game for abit myself).
  5. I'm abit new to modding the games but am doing similar with UFO defense ... mostly I did the following, another could tell you if this is wrong or not. - Increased TU cost of Autofire. - Decreased TU cost of Aimed Fire (Alittle above Autofire TU). - Increased Aimed Fire accuracy. - Generaly bumped up accuracy of pistols (not quite to rifle levels but close). - Increased damage of AP weapons for Heavy/Gas Cannon and Auto/Hydojet-cannon. - Increased Heavy Cannon ammo to 8. - Decreased damage of HE rounds for Autocannon. - Increased Large Rocket/Torpedo damage to 150, Grenades & Prox Grenades to 75, High Explosives to 210, Alien Grenades to 100. - Greatly increased Heavy Laser accuracy and bumped up damage (May not be as big an issue for the Heavy Gauss which I believe has autofire ability). - Slightly reduced damage of Alien Plasma (Or Sonic) weapons, decreased ammo on rifle slightly, pistol abit more and on heavy plasma/sonic cannon alot (down to 20). - Bumped up the weight of the heavy plasma/sonic cannon to that of other heavy weapons. - A few other small weight tweaks. Afraid I'm not playing through TFTD so can't give you more accurate ideas of the tweaks I personally think it needs, but hope the above gives you some ideas ... or some one more experienced can give us both tips
  6. Afraid I haven't actually got a stunning project lined up to rebirth the original X-Com, just some ideas ... I may use in the future if I ever manage to progress to project stage ... or for others to get ideas of for their projects. Premise: Useful Research in X-Com Enemy Unknown We probably all know that although there is a wealth of research options in the game, quite a significant number don't really produce any beneficial results ... at least not compared to other more important research options (plasma, navigators, etc). So rather than throw those extras away I was trying to think benefits the normally 'useless' research options could provide ... here where some of my ideas. Sectoid Autopsy +# Damage to Bullet/AP Weapons vs Sectoids. +## Damage to Stun Weapons vs Sectoids. +##% Interrogation Bonus to Sectoids. +#% Interrogation Bonus to all aliens. +#% Credits for Sectoid Corpse Sale. Sectoid Interrogation +#% Psi Strength to all Soldiers. +#% to random Alien Tech research. -#% Bravery from all Sectoids. +# Damage to Laser Weapons vs Cyberdiscs. Floater Autopsy +# Damage to ? Weapons vs Floaters. +## Damage to Stun Weapons vs Floaters. +##% Interrogation Bonus to Floaters. +#% Interrogation Bonus to all aliens. +#% Credits for Floater Corpse Sale. Floater Interrogation +#% to random Plasma Pistol, PP Clip, Plasma Rifle, PR Clip, Alien Grenade, Elerium, Alien Alloy research. #% chance of bypassing a prerequisite technology for Flying Suits. -#% Bravery from all Floaters. +# Damage to Incendiary Weapons vs Reapers. Snakeman Autopsy +# Damage to AP Weapons vs Snakemen. +## Damage to Stun Weapons vs Snakemen. +##% Interrogation Bonus to Snakemen. +#% Interrogation Bonus to all aliens. +#% Credits for Snakemen Corpse Sale. Snakeman Interrogation +#% to random Plasma Pistol/Clip, Plasma Rifle/Clip, Heavy Plasma/Clip, Alien Grenade research. +# Damage to ? Weapon vs Chryssalids. Chryssalids #% chance of immediately killing unborn Chryssalid upon killing its infected host. And so fourth, just some extra reason to go after those techs would be good. Medics would provide the bonus for a random species autopsy. Engineer UFO schematics provide 'weakness' info when Intercepting/more recoverable components after a crash.
  7. I'm abit new to modifying X-COM, currently have the version of Steam ... I was wondering if the following was possible and what tools would be used for them?. Majorly - Adjusting Weapon Accuracy, Damage, Time Units, Ammo Count, Cost. - Memorized Soldier Equipment (So you don't have to keep re-equipping them each mission). Moderately - Initial stat range of new soldiers. - General Time Unit cost values. - Arranging Soldiers positions on transport. - Equipment Weight and Cost. Minorly - Soldier recovery time for being wounded. - Construction times. - Maximum Cargo for Transports. - Craft weapons/stats. Ideally I'd like to have it set up so I can start a new game with my preferred 'settings' rather than edit each save game, but anything that might work would be great.
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