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Posted: Thu, 18th Oct 2012 15:27 Post subject: |
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sabin1981 wrote: | Only seeing 1 UFO every 20-30 days is hardly what I'd call an "invasion" |
The issue is mainly that you don't see many UFOs because of lack of satellites. There are already a few mods at Nexus which also change the following line making the "Mission" UFOs visible:
ShowUFOsOnMission=0 ; Detect the UFOs that are carrying out abductions and terror missions
Changing another line should also make it more invasion like:
UFO_LIMIT = 2 (Not sure but that's possibly the limit how many UFOs are in action at same time. The number how many are targetable in Mission Control.)
There are plenty more settings to toy around. If someone likes to mod the game oneself, the modpatcher can be found here:
http://forums.nexusmods.com/index.php?/topic/804882-modpatcher/
Be warned though that this DefaultGameCore.mod file has already been modified by the author. If you like vanilla fresh data then copy the content of DefaultGameCore.ini found in XCOMGame\Config folder to this DefaultGameCore.mod file. Any text-editor should be fine for this.
More or less all mod-changes will apply to a running game session.
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bronson
Posts: 1384
Location: Asteroid B-612
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Posted: Thu, 18th Oct 2012 16:05 Post subject: |
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Guys, the FLT version has all the pre-order dlcs, right?
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Posted: Thu, 18th Oct 2012 16:35 Post subject: |
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How do you guys even play the FLT release? I can't seem to exit some menus or save my game.
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Posted: Thu, 18th Oct 2012 17:18 Post subject: |
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bronson wrote: | Guys, the FLT version has all the pre-order dlcs, right? |
be aware it is not updated though... 
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Doh!
Posts: 1361
Location: Wellhigh DK
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JBeckman
VIP Member
Posts: 34974
Location: Sweden
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Posted: Thu, 18th Oct 2012 17:50 Post subject: |
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Yeah some of the available mods warn about that when enabling you to shoot down abduct and terror mission UFO's however they're quite strong so it's pretty difficult with the starting equipment, plus the aliens themselves are better equipped so the ground assault will be more risky, plus failing to handle the ufo increases panic in that region.
(You also lose out on the reward for those choices since the UFO is then gone - although early on it's usually three choices so then it would be two - but you do get a lower panic rating and more alloys.)
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Posted: Thu, 18th Oct 2012 17:51 Post subject: |
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I guess it's a fine line balancing the amount of combat you have to do, and what level of it as well, in comparison to what you can feasibly handle.
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Posted: Thu, 18th Oct 2012 18:36 Post subject: |
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It’s possible to intercept those additional mission UFOs right from start but upgrading quickly to laser weapons and building those cheap interceptor buffs (Aim, Dodge, etc.) is highly recommended.
I’m currently playing a heavily modified impossible session where many settings are equalized to about normal diff: armors support two small items, Heavies get the same Aim growth like Assault and Support guys, some aliens have lower offense and hardly defense values, etc.
Even with such easier-making tweaks, an impossible session is still freaking hard if there are so many large enemy groups on each map. Fighting one group by one is often not possible. My soldiers often die like flies even equipped with skeleton plus chitin protection. Some maps are simply too difficult with the crappy cover possibilities, that it’s not rare to finish some with a single survivor of five soldiers. My highest ranks are still only Lieutenants in May due heavy losses. I’ve slowed the rank progression somewhat to really earn the ranks.
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Posted: Thu, 18th Oct 2012 18:42 Post subject: |
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http://xcom.nexusmods.com/mods/10
This one sounds good to me, fixing lots of balancing weirdness IMHO.
Quote: | This mod does:
- all aliens now play with default aim and critical hit values on classic difficult
- ufos prepare for terror and abduction missions
- second wave is enabled
- halved construction time of new satellites
Hi there,
i love playing on ironman + classic but i realy hated the cheating AI. It gets +criticalchance and +aim% on classic, which leads to unfair gameplay. In one ironman classic game, i had 3 sectoids one shooting 3 vets from me in one turn while they had full cover and 10+ tiles distance.
With my mod, i removed the +criticalchance and +aim% from all aliens on classic difficult. You now get the full alien AI, without any cheating. I changed NO other values.
The game is still alot harder than normal difficult because the AI is fully active and the alien groups are way bigger. You will mostly notice that your soldiers now take 1-2 hits before they die, because the aliens wont crit like crazy anymore. The aliens will still have an allmost 100% crit chance if they flank you.
This mainly remove the unfair shots, like a sectoid one shooting your guy (crit) in full cover from across the map. It can still happen but it will be more rare.
You are also now able to intercept ufos that prepare for abduction and terror missions. Its pretty funny, cos the feature was completely in there, it was just disabled.
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Sin317
Banned
Posts: 24322
Location: Geneva
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Posted: Thu, 18th Oct 2012 20:10 Post subject: |
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Silent_Lurker wrote: | http://xcom.nexusmods.com/mods/10
This one sounds good to me, fixing lots of balancing weirdness IMHO.
Quote: | This mod does:
- all aliens now play with default aim and critical hit values on classic difficult
- ufos prepare for terror and abduction missions
- second wave is enabled
- halved construction time of new satellites
Hi there,
i love playing on ironman + classic but i realy hated the cheating AI. It gets +criticalchance and +aim% on classic, which leads to unfair gameplay. In one ironman classic game, i had 3 sectoids one shooting 3 vets from me in one turn while they had full cover and 10+ tiles distance.
With my mod, i removed the +criticalchance and +aim% from all aliens on classic difficult. You now get the full alien AI, without any cheating. I changed NO other values.
The game is still alot harder than normal difficult because the AI is fully active and the alien groups are way bigger. You will mostly notice that your soldiers now take 1-2 hits before they die, because the aliens wont crit like crazy anymore. The aliens will still have an allmost 100% crit chance if they flank you.
This mainly remove the unfair shots, like a sectoid one shooting your guy (crit) in full cover from across the map. It can still happen but it will be more rare.
You are also now able to intercept ufos that prepare for abduction and terror missions. Its pretty funny, cos the feature was completely in there, it was just disabled.
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yeah i think i'll give this a shot. Tried classic and its fucking frustrating. My guys maybe hit 1 out of 10 shots and the aliens hit every second ... through any cover etc. Really frustrating 
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kumkss
Posts: 4834
Location: Chile
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Posted: Thu, 18th Oct 2012 20:29 Post subject: |
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Anyone is having the followinf situation?:
1.- I select a soldier, that according to the map, has some shooting capability. The UI says it has 0% chance for a hit.
Ok. I say.
2.- I select other's soldiers randomly and try to kill the alien(s) with a grenade or rocket, as they do mass damage and you don't need accuracy (as in the original games).
No soldier was capable of aiming the granade or rocket from their possition.
3.- I select the first soldier again, that has, according to my plan-map, a hit chance and according to the UI 0% chance; but now, the UI says it has a 70% chance!!!
It happen's to me very often, nearly 1 time per mission.
Everyone else has this issue?
P.S. I am enjoying this game very much, but still, the orginal was way better. 
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VonMisk
Posts: 9467
Location: Hatredland
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Posted: Thu, 18th Oct 2012 21:17 Post subject: |
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kumkss wrote: | Anyone is having the followinf situation?:
1.- I select a soldier, that according to the map, has some shooting capability. The UI says it has 0% chance for a hit.
Ok. I say.
2.- I select other's soldiers randomly and try to kill the alien(s) with a grenade or rocket, as they do mass damage and you don't need accuracy (as in the original games).
No soldier was capable of aiming the granade or rocket from their possition.
3.- I select the first soldier again, that has, according to my plan-map, a hit chance and according to the UI 0% chance; but now, the UI says it has a 70% chance!!!
It happen's to me very often, nearly 1 time per mission.
Everyone else has this issue?
P.S. I am enjoying this game very much, but still, the orginal was way better.  |
Yes I had this issue. And as I said the numbers are just random. I had 5% to hit I switched between soldiers and magically I got 51% to hit. I stopped looking at it. If I can shoot at alien I shoot even if it is 2% chance. The ammo is infinite anyway.
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Doh!
Posts: 1361
Location: Wellhigh DK
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Posted: Thu, 18th Oct 2012 22:15 Post subject: |
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kumkss wrote: | Anyone is having the followinf situation?:
1.- I select a soldier, that according to the map, has some shooting capability. The UI says it has 0% chance for a hit.
Ok. I say.
2.- I select other's soldiers randomly and try to kill the alien(s) with a grenade or rocket, as they do mass damage and you don't need accuracy (as in the original games).
No soldier was capable of aiming the granade or rocket from their possition.
3.- I select the first soldier again, that has, according to my plan-map, a hit chance and according to the UI 0% chance; but now, the UI says it has a 70% chance!!!
It happen's to me very often, nearly 1 time per mission.
Everyone else has this issue?
P.S. I am enjoying this game very much, but still, the orginal was way better.  |
Never seen this - you sure you didnt just blow up the cover the alien was behind if you used a grenade? But that wouldnt account for it going from 0% to 70%. Weird thats a problem nearly every mission for you.
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Doh!
Posts: 1361
Location: Wellhigh DK
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Posted: Thu, 18th Oct 2012 22:16 Post subject: |
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VonMisk wrote: | kumkss wrote: | Anyone is having the followinf situation?:
1.- I select a soldier, that according to the map, has some shooting capability. The UI says it has 0% chance for a hit.
Ok. I say.
2.- I select other's soldiers randomly and try to kill the alien(s) with a grenade or rocket, as they do mass damage and you don't need accuracy (as in the original games).
No soldier was capable of aiming the granade or rocket from their possition.
3.- I select the first soldier again, that has, according to my plan-map, a hit chance and according to the UI 0% chance; but now, the UI says it has a 70% chance!!!
It happen's to me very often, nearly 1 time per mission.
Everyone else has this issue?
P.S. I am enjoying this game very much, but still, the orginal was way better.  |
Yes I had this issue. And as I said the numbers are just random. I had 5% to hit I switched between soldiers and magically I got 51% to hit. I stopped looking at it. If I can shoot at alien I shoot even if it is 2% chance. The ammo is infinite anyway. |
Jesus how come you are still playing this game? Every post is the same with you...
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VonMisk
Posts: 9467
Location: Hatredland
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Posted: Thu, 18th Oct 2012 22:52 Post subject: |
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Doh! wrote: | VonMisk wrote: | kumkss wrote: | Anyone is having the followinf situation?:
1.- I select a soldier, that according to the map, has some shooting capability. The UI says it has 0% chance for a hit.
Ok. I say.
2.- I select other's soldiers randomly and try to kill the alien(s) with a grenade or rocket, as they do mass damage and you don't need accuracy (as in the original games).
No soldier was capable of aiming the granade or rocket from their possition.
3.- I select the first soldier again, that has, according to my plan-map, a hit chance and according to the UI 0% chance; but now, the UI says it has a 70% chance!!!
It happen's to me very often, nearly 1 time per mission.
Everyone else has this issue?
P.S. I am enjoying this game very much, but still, the orginal was way better.  |
Yes I had this issue. And as I said the numbers are just random. I had 5% to hit I switched between soldiers and magically I got 51% to hit. I stopped looking at it. If I can shoot at alien I shoot even if it is 2% chance. The ammo is infinite anyway. |
Jesus how come you are still playing this game? Every post is the same with you... |
Chill man. I enjoy this game. It isn't what I wanted to it to be and I wrote about it but it's ok and it can pull me in. I had the same bug as kumkss and I wrote that he is not the only one. If you haven't noticed it good for you. Maybe the game is really borked in some places and he or me didn't blanked out there for a moment and obliterated every thing in the game with grenades so the % to hit changes, maybe for one second there is something wrong with arrr build of the game and it recalculates the chance to hit. Who knows? K?
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Posted: Thu, 18th Oct 2012 23:13 Post subject: |
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Why is everyone using Ron Swanson as their avatar. It's getting confusing.
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Posted: Thu, 18th Oct 2012 23:14 Post subject: |
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xxax wrote: | Why is everyone using Ron Swanson as their avatar. It's getting confusing. |
I was wondering too ^^
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Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
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VonMisk
Posts: 9467
Location: Hatredland
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Posted: Thu, 18th Oct 2012 23:22 Post subject: |
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Completed game on Normal Two plasma snipers in archangel armor are
On the last mission the hardest part for me was the battle with two sectopods.
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VonMisk
Posts: 9467
Location: Hatredland
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crossmr
Posts: 2966
Location: United Kingdom
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Posted: Fri, 19th Oct 2012 10:32 Post subject: |
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Yep
Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
$team, Orishit, Upay, PSN : Athlonic
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crossmr
Posts: 2966
Location: United Kingdom
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Posted: Fri, 19th Oct 2012 11:02 Post subject: |
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Silent_Lurker wrote: | http://xcom.nexusmods.com/mods/10
This one sounds good to me, fixing lots of balancing weirdness IMHO.
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Yea this mod sounded decent enough as that was the one gripe I had with classic: too many hits compared to you and of those too many crits. I went through some other mods ini files and combined this mod with parts of http://xcom.nexusmods.com/mods/18/
Specifically my modification now is:
Quote: |
Aliens:
- all aliens now play with default aim and critical hit values on classic difficulty
- Civilians killed offscreen by Chryssalids will turn into zombies on Normal and Classic (it already was so on Impossible).
- On Normal and Classic difficulty levels, the AI should now use more than 5 NPCs (it already was so on Impossible)
Ufo's
- ufos prepare for terror and abduction missions and can be intercepted
Second Wave
- Second Wave is enabled.
- Second Wave Marathon mode is fixed. You can build the Hyperwave Relay with just one Hyperwave Beacon.
- halved construction time of new satellites to deal with the increase in ufo's (default 20 days makes it close to undeoable)
Characters rebalanced:
- Human soldiers who panic won't try to kill your own soldiers anymore
- Soldiers who take damage during missions will be recovering for a MUCH longer time, especially if they are "gravely injured"
- Tanks take a few more days to be repaired when heavily damaged.
- Carapace, Titan and Archangel armors provide two item slots instead of just one.
- Titan and Archangel got a slight decrease in HP bonus (-2) to compensate for the slot, carapace is kept the same to make the incentive to build/buy them at the start of the game bigger (by the time you are ready to research them, the other armors are right around the corner.
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I haven't implemented it yet (want to finish it on classic vanilla first) and I want to look at the weapons as well (I think shotguns need a bigger range penalty but a bit more damage up close to make the incentive to get up close and personal more interesting). But basically I want:
-to make the combat a bit more fair by nerfing the aliens as individual units, but make the AI more agressive with more units
-to balance out this fact, bench wounded soldiers longer so you get more incentive to hire new soldiers (combined with the Random Stats option in Second Wave)
-make the Hangar options/research more worthwile
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Posted: Fri, 19th Oct 2012 11:44 Post subject: |
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@bavelb - Sounds nice.
harballaz wrote:
Hey dont be so hard the little console eunuchs, they need time to aim their lil vibratin thumbstick.
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